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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)



Subject: problem with mouth corners (M4 morphs++)


JANNEMO ( ) posted Tue, 12 March 2013 at 7:21 AM · edited Wed, 29 January 2025 at 10:26 PM

Hi,

first time it happens, i'm currently working on a character with different commercial characters and m4 morphs++, all the face is perfect but there is this little glitch on the edge of the mouth, and i've tried everything to get rid of it, but it's not showing in preview so it's hard to work on a solution. Did it ever happened to anyone here ? Any idea to fix that ?

Thanks a lot, first time i have to ask on forums to move on, usually i go on french forums but there's not so much support here, so i'm gladfull your community is that big, and apologies for my aproximative english !


Male_M3dia ( ) posted Tue, 12 March 2013 at 8:08 AM

That usually happens when the body is bulked more than the facial morph. Click on the head and select "Top lip thickness" (under mouth) and that will get rid of the side gap.


WandW ( ) posted Tue, 12 March 2013 at 8:08 AM

It looks like a bit of the inner mouth texture is showing.  If it were my character, I'd either fix it in postwork, or paste a sliver of lip texture on that edge of the inner mouth texture map, which would be easier than trying to roll those polygons inside the mouth...

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JANNEMO ( ) posted Tue, 12 March 2013 at 9:17 AM

Hi,

i've tried to work with morphs and expression morphs, magnets... lip top thickness seems to be the right morph to fix that but i'ts not enough and it also change the mouth too much. (by the way, is there a way to choose the area of influence of a morph, like the "magnet zone" for magnets ? never found out how to do that). Here is a pic with the mouth open so you can see how strange is that.

The texture changes in the inner mouth could be working, but it's an essential character in a animation project so it should be as clean as possible, if there is a way to fix the geometry it would be better.

Anyway, thanks for your incredibly fast answers !


chris1972 ( ) posted Tue, 12 March 2013 at 12:34 PM

after seeing your last post it appears the tongue is the problem. Its either to big or to far forward


hborre ( ) posted Tue, 12 March 2013 at 7:17 PM

The innermouth looks like it's glowing.  Check the Mat Room for any textures connected to the ambient channel. 


JANNEMO ( ) posted Thu, 14 March 2013 at 9:51 AM

Hi,

after a few more hours passed on this little problem, no solution found for now.

It seems that there is a "bug" which appeared in the geometry of the face, and i can't fix it with all the tools i have tried. I don't think it's coming from the tongue but really from the corner of the mouth (the upper and lower jaw were hidden on the pictures i putted here).

Maybe i'll need some external expertise to fix that thing, someone here would be kind enough to have a look of it in poser ? Or it could be a one hour payed job.

The fact is i would be able to clean that if it was showing in preview, but there is really no way make the "bug" appear in preview mode.

Another path : maybe it's due to a poser smoothing geometries algo ?


JANNEMO ( ) posted Thu, 14 March 2013 at 9:59 AM · edited Thu, 14 March 2013 at 10:05 AM

Yeah, i got it !

I had to uncheck the "use displacement map" in the render settings to make it magically disappear. Anyway, much thanks for your support, if one of you has time to explain to me the why and how, i'm still curious.

 

edit: i changed the displacement setting in the material room for head and mouth skin to 0, so i can still use displacement maps in the same scene. What a shame, I lost hours on this thing, haha!


hborre ( ) posted Thu, 14 March 2013 at 10:43 AM

Wait a minute.  If the displacement map is the problem then which Poser version are you using?  I don't believe it was mentioned in the post. 

With any of the Pro series versions, gamma correction is defaulted on in the render settings.  This means that any transparency, bump or displacement maps used in the MAT Room should have their gamma's changed to 1.  Otherwise, the doubling up on gamma settings will definitely cause mesh distortions.


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