Issue with Sub Division Surfaces (Solved)

PJ3DPJ3D Posts: 33

Hi All,

Having a crack at making a garment for the first time.  Testing as I build and getting this problem I have not seen before when I sub-divide the garment surfaces.

First attachment is the non sub divided view.  Looking blocky but no sign of the issue.

Second attachment shows what it looks like when I convert to SubD.

The noise shows in IRAY and wire and texture shaded preview.

Nothing I change with the materials changes the result.

Small change depending on the sub division level but the problem is always there. Just the prominence that changes.

Working in beta version 4.12.1.76 but checked and same issue in 4.12.0.86.

Any ideas?

Thanks,

PJ.

 

 

 

BaseResolution.png
867 x 1300 - 853K
SubDResolution.png
867 x 1300 - 929K
Post edited by PJ3D on

Comments

  • barbultbarbult Posts: 24,240

    I've never seen this problem. How did you create the clothing? Is it a single (one polygon thick) layer?  Is it possible that you have a bunch of polygons with reversed normals spread throughout the garment? All those polygons in the first image, that are reflecting light very differently than the adjacent polygons, kind of look like a normals issue. I don't know how that would happen, though.

  • PJ3DPJ3D Posts: 33

    Thanks for the thoughts barbult. Created in Marvelous Designer.  Have been experimenting with exporting thickened fabrics and siming in dforce so some of the trim (blue) is two layers joined at both edges. As the problem goes across the main body which is only one layer I hadn't connected it with the double layered trims but as a debug step I might do a quick test with the same garment but single layer only.  Will also check normals as I hadn't thought of that. Only place they could get corrupted would be a cleanup step I'm taking it through in blender to remove doubles which I found was necessary for dforce.  Will try these and update. 

  • Some of your faces are 'pointing' in the wrong direction, which like barbult said gives you reversed normals.

    They should be showing up black in the wire texture shaded view style, Use the geometry editor to select the faces that are black, right click, geometry editing, flip normal.

     

     

     

  • PJ3DPJ3D Posts: 33

    Thanks guys. Yes normals were the problem being introduced in my pipeline in blender.  I thought the blocky look was just resolution but you guys have spotted the normals. Learn something every day. Thanks for your help.

Sign In or Register to comment.