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どのようなご用件でしょうか?

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  • pabloquintana

    Hi mushtaqvahanvaty. Can you try to render and see if the issue shows?

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  • ottoline

    Change the collar patterns mesh density distance down to something like 5mm. Also check the pattern pieces Additional rendering thickness is not at the default value '0'. If it is try raising it to 1mm.

    When you select your fabric type from the library it also has a thickness associated with it's physical preset. This is cumulative with the Additional render thickness you set at the pattern piece level, when viewing in thick view mode. If however you created a default fabric the thickness is set to 0.5mm until you change that setting.

     

     

    Check your fabric preset thickness and if needed - raise the pattern piece thickness visually with adding in some 'Additional render' thickness. Also note that when applying texture image maps to pattern pieces you can assign the texture to the front > rear > and edges (side). This means for patterns that are turned over (collars) and have seen surfaces you can assign a different map. The default is to use the same map for all surfaces but you can customize this if you choose.

    TIP: This is particularly handy for collars that are made up from two pattern pieces sewn back to back. In CLO3D you can cheat the detail by using one pattern piece and assigning a double curvature side edge geometry on the pattern piece, then changing the rear surface - all using one pattern piece. Avoiding having to sew two pattern pieces together complicating the simulation assembly.

     

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  • mushtaqvahanvaty

    Hi,

    Tried all the above methods, but still the matter remain .......... pulling hair at the moment !!!

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  • pabloquintana

    Can you share how the render looks like? I'm not sure if you have meshes have the right space between them, or is a texture issue. More info is needed to be able to help you.

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  • ottoline

    mushtaqvahanvaty,

     

    maybe load the project into the CLO3D cloud and share it so we can take a look at it. It still looks like your particle mesh distance is too larger (reduce to 5mm) and you also need to recheck those pattern collision and render thickness offsets as I mentioned earlier.

     

    Also try deleting the image map texture you have on the collar, and just place a different color on the collar pattern from and rear (Use 2 fabrics with different colors one for the front surface the other for the rear) If the problem persists then it is definitely your mesh collision settings. If the problem of the color overlapping  vanishes it means your texture image is at fault. Which could mean you have a RGBA image and not an RGB image. 

     

    Check the normals on that collar assembly - make sure you have not accidentally sewn it inside out (use thin view mode to see if these surfaces are reversed) if you have used 2 pattern pieces that may cause an issue. If you have done that > try using the 'flip' normals option to remedy it. 3D window select pattern piece > flip normals.

    Isolate the problem.

     

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  • melindamanunta

    Hi, I have same problem ..:(

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  • ottoline

    Easy to solve.

    You should change your base fabric to a plain material (no texture map) and place the normal and reflection maps on the 2D graphic.

     

    Also ensure in the 2D window you are in the thick textured view mode. (Alt + 1).

     

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  • melindamanunta

    Hi ottoline, thick surface. I have to export in thick. It's ugly

     

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  • ottoline

    No you don't need to export it thick textured. I only stated when you are viewing the garment in the 3D window to use that mode > for visual clarity. You can still export the garment model as thin mesh. They are not conditional on each other. If however you are rendering in vray - yes you need to be aware what mode you are in (thin or thick textured view mode) as the render will pick up that viewing mode.

     

    You also need to be aware of any .png maps you use as texture maps in your fabric and that you have the transparency channel values correct.

     

    You have applied artwork as a graphic onto a base texture fabric. Both the base fabric and the 2D graphic can have texture maps applied. You need to decide which you want them to be on. If the print is local to the pattern piece and is printed over the base fabric (eg: digital dye sublimation) where it is going to be thin then you should place the texture on the artwork print layer and use a plain fabric base.

     

    And if you were printing a tile mapped fabric on a roll and cutting the patterns out where they fall on a marker you would place the digital print image map on the base fabric in the color texture (diffuse) slot.

     

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  • melindamanunta

    Then. This "error" I want to solve. My client wants the obj file. exported in thickness. The 3D obj model he uses in https://p3d.in - and we see this anomaly on the model :( The graphic is used to make a sublimation print on the fabric.

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  • ottoline

    I wouldn't recommend exporting the high poly garment model with thickness, nor with 3D stitching, half the mesh surfaces will never be seen. You should be using their sister company software (MD9) for this project as it has a UDIM map export capability so you can output the UV maps according to UV arrangement and scale.

    And you should be using their MD9 retopography facility so you can bake the surfaces and normal's down from the high poly simulated garment drape to a low poly model. 

    Sure I appreciate that the vector artwork is from a sublimation print process> then save out the pattern layout in the 2D window with the 2D textures assigned to the pattern pieces and toggle on unified UV with a 5mm bleed for the UV map when you export.

     

    You maybe need to discuss with your client if they are doing further high to low poly texture baking - as that will determine how you should supply the garment mesh and in what software it is best to do the UV work.

     

     

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