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.
Subdivide breaking skin material, not sure why?
Moderators: ChrisHekman, aoktar
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.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw