piercings doing weird things in the render.
AbnerK
Posts: 718
Hi, I made some piercings and for the first timed used Rigid Follow Nodes. I have to admit I do not really understand rigging but, did my best. Most of the ones I've made including some buttons have worked as expected until one of the nine piercings was doing some very weird things when I rendered in iray. In the view port the piercing is where I put it, in the iray render it moves. I did a viewport render to compare and it's where it should be, well, I think, it's hard to tell with the differences in scaling from the preview window. See attached. I really don't get why the two renders would give different placings for the piercing at all.
Can anyone shed any light on this. Thanks
A Piercings spot4.png
2667 x 4000 - 116K
A Piercings spot3.png
2667 x 4000 - 115K
Post edited by AbnerK on
Comments
Wild guest from someone who, more often than not, comes here to ask the questions and not to answer them.
Could an extreme value on refraction in the Surface tab mess up the light path during Iray?
Are you sure it is the piercing that moves and not the character?
Displacement first gets added when you render.
thanks for the thought, if you toggle backwards and forwards between the two images youll see that the only thing moving is the ring. and the other piercings aren't moving.
well, I've tried redoing the ring, I've changed the origin point and made it so the bone was alligned without any adjustments, I even tried adjusting the bone on the Rigid follow node but, it's still rendering in a weired place. I've done a screen shot to show what I mean
For rigid follow nodes on characters I have best experience if it is referenced the character itself, and not a bone.
how would that work when you pose/morph. I'll give a try. I've re-done the follow node, this time when I parented the piercing it didn't move after parenting (I did play with switching Parent in Place off and on). Although it's better, much better, it is still not in the same place when rendering. This is the bit I can't get my head around. To eliminate any effects of any possible displacemnt ( there was no displacement set in previous version, just a chrom shader) I have cleaned the surfaces, it still moves, I've attached the render and viewport screenshot superimposed over.
I created a new Rigid Follow node parented to the whole Body and re-imported the piercing with rigging done again, then added an extreme morph. The piercing did disapear inside a bit, I then put the arm right up in an extreme pose, the piercing popped out to more or less the right place but, upside down. I adjusted the posing of the piercing bone and rendered. There is still some difference but, it is better. Again it's the render difference that makes no sense to me and that I find most frustrating!
The attachment is the render and the preview superimposed.
you're right, setting one up is so much simpler if you parent to the whole figure. I've reset the origins of all 9 in Blender and am reimporting back to Daz. They don't move when you parent them when you parent to the whole figure. Thanks for that tip.
if that were the case wouldn't the nipple move and the piercing stay in the same place? I can't test that now though because I redid them all and parented them to the whole figure.
Displacements due to displacement maps don't show in the iray preview render either, so if there are large displacements then, the preview may be incorrect.
Regards
Richard
There are no displacement maps being used the ring is the ONLY thing moving. You can't have looked at the attachments I've given otherwise that would be obvious. I have worked around the problem, however the mystery is not solved. Yes I know displacement maps move mesh but, not when there are none.
Oh look, this is the same problem as I found with rigid follower nodes.
https://www.daz3d.com/forums/discussion/566006/rigid-follower-node-renders-rotated-incorrectly
I didn't recognize it because I hadn't actually read the thread but yeah this is an old bug! DAZ should fix it!
Thanks, yeah, it's obvious a few others didn't read the thread before they answered. Thanks for that, I thought it had to be something going wrong, my experience is if you can find a work around Daz then consideres the problem solved! I wouldn't hold your breath on a fix.
I'm pretty sure the problem is caused by creating the rigid follower node while the model has subdivision enabled, it looks like setting the model to Base resolution and setting up your RFN, then setting the model back to High Resolution works correctly. Have a look at the other thread, I have some pics of working/not working and some more info.
https://www.daz3d.com/forums/discussion/comment/7476046/#Comment_7476046
Oh, okay, I'll give that a go. Thanks.
Yeah, that worked. Thanks. The first attachment is the render with preview set to base, the second is the original render at base with the preview screen set to a res of 3 in preview and render along with it's iray render. I probably set up the piercing better and the node too. Anway, I'm pretty happy with this. Obviously the nipple is the basic nipple morph at 100% I wouldn't leave it like that but, this was just a test. Thanks.
Very good, I'm glad you got somewhere with it :)