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Fabric is looking bumpy after rendering

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  • 正式なコメント
    CLO Designers

    queandres The Avatar subdivide option has 3 levels. This will solve your issue, but yes it adds topology and may cause a lag in simulation. Coupling a subdivided Avatar and a lower particle distance will give you the effect you are looking for.

  • aann

    This is my fabric settings.

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  • vadsura

    You need to export the avatar as obj. Then import the avatar, then you can make a divide in the properties of the avatar. Or you can smooth the avatar in an external editor.

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  • aann

    Im a little confused as it is not the avatar that is the problem, it is the behavioural of the material. Any suggestions for what to do with the material?

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  • vadsura

    This mesh of your avatar is visible. Believe me blindly. :)

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  • vadsura

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  • vadsura

    Or you can use a more accurate cut that would not be a strong tension of the fabric. You can increase the particle distance to 15-20, then the effect of polygons will not be so noticeable. It is also possible to increase the elasticity, inflexibility of the fabric in the properties.

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  • aann

    Thanks for explaining. Ok, I understand. However, I'm a little unclear about how to make a divide in the properties of the avatar. Or how to smooth the avatar in an external editor. Would you be able to explain this further? It would be very helpful to understand this as I'm doing a lot of fitted garments.

     

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  • aann

    Yes, I have been working with increased particle distance and that helps. Cheers!

     

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  • vadsura

    First, make an export avatar as obj. These are steps 1 through 4.
    Then delete the avatar in the 3D window.
    Then import the obj as an avatar, select the avatar, and in the properties window of the avatar put  of the divide avatar.

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  • aann

    Thank you so much for sharing your knowledge - your explanations are very clear and helpful.

    I also noticed that by simply changing the Devide Mesh Level to '2' it also helped to smooth the avatar's skin. Which was a very straight forward change.

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  • vadsura

    Use it. ;)

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  • ottoline

     

     

    For preventing fabric flowing into the avatars belly button - you have two choices.

    1) You can open up the base avatar (see in the scene tab) and you will find in some areas it has invisible surfaces - over the ears (called ear dummy). This hidden surface prevents cloth (hats) going inside the ear surfaces. You can place in a hidden surface to any avatar area you choose externally in your modelling application and then re-import that as a new avatar - however it is now a new avatar.

    Or alternatively (better).

    2) You can create a surface morph on your base avatar (do not export a smoothed avatar) that brings these problem areas out to be flush with the belly. This can be done outside in your modelling app via some simple quick mesh editing pulling out vertices and applied to your avatar in CLO3D - much like a pose motion. It's crucial when you do that you keep the vertex count and order exactly the same. This is perhaps better as you can also get rid of any detail that is visible through the clothing like unsightly nipple protrusions and even add in things like undergarment bra/panty line where flesh gets pulled in via elastic - using simple mesh morphs. I have a lot of mesh transforms like these for all my library avatars.

     

     

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  • vadsura

    @ottoline

    The question was from the user clo. Therefore, a solution was proposed through the export- import  avatar. Unfortunately, avatars version 5.0 can't be smoothed inside the program. In MD and in CLO 4.2 it works.

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  • queandres

    Having same problem here.... the issue is that if I divide mesh it becomes too slow to work with. What I have been trying is to export as OBJ then subdivide mesh only for specific body parts in Blender... until there all ok. However when importing back there is no rig anymore... any idea how to solve this?

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  • ottoline

    When you change the base avatar (export) you will lose the rig as it is bound to a skin mesh as a specific mesh density (Low poly) to keep the project efficient in mesh size. So my suggestion is only export an avatar for high poly smoothing when you are doing a static pose, and final simulation where the standard avatar offset skin distance (default is 3mm) is not sufficient for your rendering needs.

    Also note that in CLO3D you also have the smooth height sculpt brush for any areas on static posed garment models that you want to add in additional localized smoothing, you can set that to solidify to hold the shape so that is an alternative option for problem areas on garments that are not animated. 

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