iRay preview = no pokies iRay final render has pokies

I'm not sure how to fix this.

I work in an iRay preview window because my machine and Nvidia card are fast.  In my preview, there are no pokies on my character's outfit.   I can zoom in real close to look, and everything is smoth as silk (pun intended).

But, when I render it, I see get pokies - lots of them.

I've tried increasing the smothing and colision values.  Nothing.  

What setting is missing here?

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,728

    The preview does not, at least by default, show displacement. It is also based on the Viewport SubD level. Either of those could be chnaging the geometry sufficiently to cause poke-through.

  • Db3dDb3d Posts: 248

    Richard Haseltine said:

    The preview does not, at least by default, show displacement. It is also based on the Viewport SubD level. Either of those could be chnaging the geometry sufficiently to cause poke-through.

    So, how do I fix that?

  • thd777thd777 Posts: 943

    Db3d said:

    Richard Haseltine said:

    The preview does not, at least by default, show displacement. It is also based on the Viewport SubD level. Either of those could be chnaging the geometry sufficiently to cause poke-through.

    So, how do I fix that?

    The specific remedy depends on the models and clothing you are working with. In general you can either tone down/switch off the displacement of the underlying skin in the surface tab or you can use morphs in the clothing (like "expand all" or similar depends on the individual item) to mke it just a little bit bigger/make more room to accomodate the displacement. Use spot renders to see what values you need on the morphs. It is often easiest to set the displacement to zero. Especially if most skin is covered by clothes.

    Ciao

    TD

  • Db3dDb3d Posts: 248

     

    So, how do I fix that?

    The specific remedy depends on the models and clothing you are working with. In general you can either tone down/switch off the displacement of the underlying skin in the surface tab or you can use morphs in the clothing (like "expand all" or similar depends on the individual item) to mke it just a little bit bigger/make more room to accomodate the displacement. Use spot renders to see what values you need on the morphs. It is often easiest to set the displacement to zero. Especially if most skin is covered by clothes.

    Ciao

    TD

    I'm not using a displacement map for the skin, just a normal and bump map.  So, I set both to zero.   The poke holes are a little smaller now.  I guess expand all on the outfit will be the next step.

  • Richard HaseltineRichard Haseltine Posts: 100,728

    Normal and bump shouldn't affect poke-through. Did you check the character for displacement, as well as the clothing?

  • Db3dDb3d Posts: 248

    Okay, problem solved.

    Nothing I did in the surface settings on either the clothes or the figure work.   So, I simply used a different skin on my character and the problem is gone.

  • gfdamron1gfdamron1 Posts: 256

    I'm curious about how you used a different skin on the character. How did you change out the skin?

  • fred9803fred9803 Posts: 1,564

    Make sure the veiwport subd is the same as render subd.

  • Db3dDb3d Posts: 248

    gfdamron1 said:

    I'm curious about how you used a different skin on the character. How did you change out the skin?

    I went to a different character and applied those shaders. 

  • Db3dDb3d Posts: 248

    fred9803 said:

    Make sure the veiwport subd is the same as render subd.

    I will try that if it happens again.   

  • CenobiteCenobite Posts: 206

    It's probably the type of light cast, you could up the subD settings to compress the image more but bad light is bad light, try another light source.

  • Db3dDb3d Posts: 248

    Cenobite said:

    It's probably the type of light cast, you could up the subD settings to compress the image more but bad light is bad light, try another light source.

    Why would lighting effect dforce???

  • Db3dDb3d Posts: 248

    fred9803 said:

    Make sure the veiwport subd is the same as render subd.

    I'm familiar with subD under the mesh resolution, but how do you appy it to the view port and/or render?

  • Db3d said:

    fred9803 said:

    Make sure the veiwport subd is the same as render subd.

    I'm familiar with subD under the mesh resolution, but how do you appy it to the view port and/or render?

    There are two numeric sliders there, one for the Viewport and one for rendering.

  • Db3dDb3d Posts: 248

     

    There are two numeric sliders there, one for the Viewport and one for rendering.

    Uhg!   I'm sitting here looking at my render pane (Render->Editor->All) and I put in "sub" in the filter field and there is nothing.  

    Throw me a bone here.   Where do I find it for my render.  (I'm currently trying to get a render to a .png file to look exactly like my viewport iRay rend.)

    Can you, or someone, send me a screen shot of the setting slider in contect for Render Settings?

  • MelanieLMelanieL Posts: 7,377
    edited August 2021

    I believe that Richard means in the Parameters tab, under "Mesh Resolution" you should see this:

    Capture.JPG
    473 x 292 - 33K
    Post edited by MelanieL on
  • Db3dDb3d Posts: 248

    @MelanieL, I've done that.   I thought he was talking about in the Render Tab (one with the Camera icon).

    I've tried every setting, and my Viewport render looks perfect, but the render to a file has pokies.  :(

     

  • MelanieLMelanieL Posts: 7,377

    Sorry, I've no idea how to fix your problems, I was just responding to your "Can you, or someone, send me a screen shot " request.

  • Db3dDb3d Posts: 248

    MelanieL said:

    Sorry, I've no idea how to fix your problems, I was just responding to your "Can you, or someone, send me a screen shot " request.

    I still appreciate your comment.   Thank you.   I think I'm going to just fix it in post.   And, I might try setting the render so it runs longer.

  • Just a question but did you set the subdivision levels on the model and the outfit or just one of them ?

    I've also had a similar issue with smoothing before but this was a few versions of DS back and I don't remember the cause or solution.

    If you'd like to chat via discord or other such thing with screen sharing, send me a message here or on rendo, and we can go through the various settings and see if we can narrow it down as another set of eyes kind of thing.

  • Db3dDb3d Posts: 248

    skinklizzard said:

    Just a question but did you set the subdivision levels on the model and the outfit or just one of them ?

    I've also had a similar issue with smoothing before but this was a few versions of DS back and I don't remember the cause or solution.

    If you'd like to chat via discord or other such thing with screen sharing, send me a message here or on rendo, and we can go through the various settings and see if we can narrow it down as another set of eyes kind of thing.

    Nope, just the clothing.   It never crossed my mind to set it on the character itself.   Next time it happens I'll give that a try.

  • PerttiAPerttiA Posts: 10,024

    Db3d said:

    skinklizzard said:

    Just a question but did you set the subdivision levels on the model and the outfit or just one of them ?

    I've also had a similar issue with smoothing before but this was a few versions of DS back and I don't remember the cause or solution.

    If you'd like to chat via discord or other such thing with screen sharing, send me a message here or on rendo, and we can go through the various settings and see if we can narrow it down as another set of eyes kind of thing.

    Nope, just the clothing.   It never crossed my mind to set it on the character itself.   Next time it happens I'll give that a try.

    Some characters have high SubD's by default and it makes them look like Hulk in the making when trying to render them with clothes on.

    IMHO, if you are not doing closeups that show only the face or part of the face, even SubD 3 is waste of resources

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