Subdivide breaking skin material, not sure why?

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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sbstnc
Licensed Customer
Posts: 120
Joined: Mon Jul 25, 2016 1:21 am

Hi,
Not sure if the problem is what I think it is.
I have a basic Tonysculptor skin r20 from the live Database. Download, apply to mesh that is exported from Daz. Base mesh, no subdivisions. Bring mesh into C4D via Riptide. Basic skin mat works. Other textures work. UVs work.
Subdivide the model... look at the screen shots. I've been trying to work out what is going wrong here, but can't figure it out.
The process works on primitives in C4D, but breaks on these models, and I am not sure why. If anyone can point me in the right directions I'd be grateful.
Normal - http://d.pr/F3NY
Subdivided - http://d.pr/NEvV

Cheers.
sbstnc
Licensed Customer
Posts: 120
Joined: Mon Jul 25, 2016 1:21 am

And a quick scene.
I am sure the issue is something simple, I just can't see what it is right now.
SkinBreak2.c4d.zip
(1.06 MiB) Downloaded 109 times
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aoktar
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Because face normal becomes inverted in your mesh. Always check and know that Octane expects surface normals toward to work correctly on specular,etc.. effects. Investigate your mesh why normals get inverted.
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sbstnc
Licensed Customer
Posts: 120
Joined: Mon Jul 25, 2016 1:21 am

Thanks Aoktar, I had no idea that was happening! That is indeed curious... It's just a base mesh exported as OBJ from Daz with C4D export options. Very strange. I was going crazy trying to work out what was going wrong!
Cheers
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aoktar
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Delete all tags on mesh and check what happens. Following picture show that(inverting normals) happens on C4D renderer. Seems like a C4D issue and not sure Maxon aware of that.
Attachments
a1.jpg
Octane For Cinema 4D developer / 3d generalist

3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
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