Why difference in the viewport and the actual rendering result?
Hi, I'm having a trouble so I'd be happy if anyone can help me out.
I checked a rendering result with iray on the viewport.
Then I started rendering, I noticed there are holes on the pants and the shirt.
Why can't I find them on the viewport?
Is it a bug?


[Readygo]Image 2016-03-29 00-01-27.jpg
952 x 1000 - 727K


bug1.jpg
900 x 1200 - 394K
Comments
The preview renders slightly different from the actual render. It's not a bug, as far as I know.
Do the shorts have Smoothing enabled?
If so how many smoothing iterations, collision iterations and what is the collision object (it should be the figure that's wearing them)?
Is she made from morph packs or custom sculpted morphs?
OK it's how Daz works. Thanks!
Yes, the shorts have smoothing enabled. The smoothing iterations: 5 and the collision iterations: 3. The collision item is her, the G3F.
She's made from Adaline with Gia body and tweek muscles volume with the Shape Shift for G3F. Not sculpted one.
I'm not sure if the Shape Shift morphs will autofollow (they should, but I don't have them, so I can't be 100% sure), but that sometimes happens if the shorts aren't picking up the morphs. Another possibility is if there is absolutely NO pokethrough at all in the preview but a fair amount in the final render that it is the displacement settings causing it.
Try removing/lowering any displacement on the figure.
While there can be certain types of differences between preview and render, this isn't one of them. Among the two most common reasons for this:
1. You made a change in the pose and didn't let the smoothing finish before starting the render. Watch for the little yellow progress bar, so you know when smoothing is complete. It can take 2-10 seconds for this, depending on the number of collisions/smoothing, and the speed of your computer.
2. The holes you are seeing are part of a displacement map in the texture, and the displacement is too strong. It's hard to tell in the images. Look closely for a seam or other texture variation that uses displacement, and dial it down if need be.
Thank you guys for your advice!!
Neither the model nor the shorts has displacement maps. Also I waited for the smoothing finished.
I tweeked the parameters of the shorts to widen and lower the morph on the model's body, and higher the smoothing iterations to 10, then I had no holes.
Maybe that's how I should do. Change little, test rendering and again.
I do believe this a quirk of Iray's that it is not as tolerant of overlapping polygons that are very close together. Adding a Push Modifier to the clothing with an offset of as little as .05 will usually fix the poke-thru.
i had the same problem it seems like some clothing if the surface is on plastic instead of matte finish when you render get that result try making evrything matte or skin instead of plastic see if that works
just my two cents here.
Try turning off the smoothing modifier(parameters>General>Mesh smoothing and see if it creates poke, then adjust, via sliders to eliminate the poke.push modifier if necessary.
Whether its 3delight or iray, sometimes there is "thin mesh" due to the smoothing modifier and will either create a hole at render time or just a place of really funky looking mesh.
It won't be apparent in preview mode, but is very apparent at render time.