Artifacts in Texture Shaded/Wire Shaded view

Hi there!

I'm a new DAZ Studio user and I want to import some models I made in Blender to Daz. Aftrer importing I found there were always many artifacts on models in Texture Shaded/Wire Shaded view , and the shapes of them changed as the viewing angle changed. In PBR or render there are no problems, normal map works well. I got no clue about that, is it because my topology is unreasonable for Daz?

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Comments

  • Those look like confiused smoothing - if you turn smoothing off for the model by selecting all its surfaces in the Surfaces pane's Editor tab and switching the property off do the oddities go away? Check for polygons with more than four edges, n-gons, and for doubled up polygons in the problem areas.

  • crosswindcrosswind Posts: 7,262

    Converting to SubD usually can fix the issue... have you tried it?

  • Richard Haseltine said:

    Those look like confiused smoothing - if you turn smoothing off for the model by selecting all its surfaces in the Surfaces pane's Editor tab and switching the property off do the oddities go away? Check for polygons with more than four edges, n-gons, and for doubled up polygons in the problem areas.

     Turn smoothing off will make less artifacts but they still exist, and it will obviously destroy the render. There are no ngons in the mesh.

  • crosswind said:

    Converting to SubD usually can fix the issue... have you tried it?

     Unfortunately it doesn't help.

  • felisfelis Posts: 4,460

    Have you checked the normals are facing the right direction?

  • godless1893godless1893 Posts: 13
    edited December 1

    理查德·哈兹尔廷说道:

    这些你看起来令人困惑的平滑 - 如果通过在“表面”下面的“编辑器”选项卡中选择模型的所有表面并关闭该属性来关闭模型的平滑,奇怪的现象会消失吗?检查问题区域中是否有超过四条边的作业、n个边形和双倍的作业。

     I also found when I turned glossy Roughness to 0 the artifacts stopped changing or blinking, they were just normal artifacts on the edges caused by low mesh density; well Glossy Roughness should be turned to 0 to make the render.

    I just exported the Blender default Suzanne monkey to Daz and the same things happened. 

    Post edited by godless1893 on
  • felis said:

    Have you checked the normals are facing the right direction?

    Of course, I always check the face orientation in Blender overview before export. 

  • felisfelis Posts: 4,460

    What does it look like in wire texture shaded and what is it actually intended to be?

  • lilweeplilweep Posts: 2,529

    Is there even a problem?

  • lilweeplilweep Posts: 2,529
    edited December 2

    Perhaps it is an "issue" - if it can even be called that - with how nonplanar faces render in OpenGL renderer within Daz? Can you check if there are nonplanar faces in Blender?

     

    Attached is Suzanne in Daz Studio with Smooth Off in Surfaces tab, vs Blender .  Where is the issue?

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    Post edited by lilweep on
  • lilweep said:

    Perhaps it is an "issue" - if it can even be called that - with how nonplanar faces render in OpenGL renderer within Daz? Can you check if there are nonplanar faces in Blender?

     

    Attached is Suzanne in Daz Studio with Smooth Off in Surfaces tab, vs Blender .  Where is the issue?

    I used to check the distortion information of the mesh in Blender Mesh Analysis which can show the degree to which the four points of a face are not coplanar, they didn't match with the artifacts in Daz.

    And now I think it's because I didn't add any edge loops to my mesh. At the beginning I made them as game assets, sharp edges are achieved with only normal maps.

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