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Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2025 Jan 26 5:56 am)

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Subject: Marks on the geometry of a dynamic fabric


RAGraphicDesign ( ) posted Thu, 20 October 2022 at 11:29 AM · edited Fri, 24 January 2025 at 8:15 PM

Hi,

Today doing some renderings in SuperFly I noticed these marks on the cloth. It had happened to me before but not so evident. I tried to change "Smooth polygons - Crease Angle" at 100, but it changed only a little.

Do you have any suggestions ? Thank you!

CRqWXHr2pC5XUnVNu44O0WgyfFZvkayutADPc2os.jpg

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adp001 ( ) posted Thu, 20 October 2022 at 1:17 PM

Looks like an triangulated mesh. With this Subdivision Surface won’t work. I think there is no solution except using an external modeller.to correct the mesh.




RAGraphicDesign ( ) posted Thu, 20 October 2022 at 1:40 PM

Thanks adp001,

I tried it right now: I subdivision Levels with Previw and Render value at 2 and it worked! The cloth is the high density table cover found between the Poser11Pro props.

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hborre ( ) posted Thu, 20 October 2022 at 3:17 PM

Smooth polygons - Crease angle does not work in Superfly, subdivision is the only solution.


primorge ( ) posted Thu, 20 October 2022 at 3:47 PM

Actually what you are seeing is a common problem with using quad meshes with the cloth room. This is an old problem. Despite the intent of the Poser Props 'High Resolution Plane' or cloth plane being used for cloth simulations it's actually not very good in the cloth room and in fact you will yield better results from Delaunay Triangulated or Tesselated meshes. What is happening is that the simulation is causing non planar faces to appear in the quads. Yes, subdivision can be used to help a bit with this with quad meshes. Generally if I create a quad mesh with the intent of using it in the cloth room I subdivide it an additional level beyond what would typically be required. 

The artifact you are seeing and various other cloth room quirks and experiments are examined at length in this thread...

Dynamic cloth - the cloth room For Compleat Dummies




primorge ( ) posted Thu, 20 October 2022 at 3:52 PM · edited Thu, 20 October 2022 at 3:53 PM
RAGraphicDesign ( ) posted Fri, 21 October 2022 at 2:48 AM

I was able to achieve this improvement by splitting Levels with Preview and Render with a value of 2.

Thanks for the links to the topics. I added them to my bookmarks.

A7RPOSBNBGPHstEp20hTUfkFjdriST2YOQ5isbRC.jpg

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NikKelly ( ) posted Fri, 21 October 2022 at 7:25 AM

Thank you for that link, Primorge.

I've never got dynamic cloth to work reliably, and I've already seen a couple of reasons why...

( Like exporting from eg Blender, there are many failure modes... ) 


primorge ( ) posted Fri, 21 October 2022 at 8:21 AM · edited Fri, 21 October 2022 at 8:30 AM

NikKelly posted at 7:25 AM Fri, 21 October 2022 - #4447180

Thank you for that link, Primorge.

I've never got dynamic cloth to work reliably, and I've already seen a couple of reasons why...

( Like exporting from eg Blender, there are many failure modes... ) 

You're welcome...

Poser stuff out of Blender, OBJ. Depending on what you are doing specifically, generally you should be concerned with these export settings...

AB6h81gLJQ0OJwuOtTT4hfEtCr5K9KamZ2Jo3Hi3.png

Include UVs for obvious reasons

Write Materials if you want an accompanying mtl file

Polygroups if you want to maintain your groupings and or if you are creating Poser full body morphs without the benefit of a Python exporter that creates a reference.

Keep vertex order if you want your mesh to work properly as a morph or want to maintain integrity for pre existing morphs.

Obviously this is very subjective depending on what you are doing but in general UVs and Vertex Order can be pretty critical.


NikKelly ( ) posted Sat, 22 October 2022 at 7:42 AM

:-)))


RAGraphicDesign ( ) posted Tue, 01 November 2022 at 9:06 AM

adp001, hborre, primorge

Thank to all of you !

Here the link to the image

https://www.renderosity.com/gallery/items/3085260/photos-with-friends

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