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Subdivide breaking skin material, not sure why?

Posted: Sat Jan 07, 2017 10:45 am
by sbstnc
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.

Re: Subdivide breaking skin material, not sure why?

Posted: Sat Jan 07, 2017 10:50 am
by sbstnc
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

Re: Subdivide breaking skin material, not sure why?

Posted: Sat Jan 07, 2017 1:56 pm
by 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.

Re: Subdivide breaking skin material, not sure why?

Posted: Sun Jan 08, 2017 12:51 pm
by sbstnc
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

Re: Subdivide breaking skin material, not sure why?

Posted: Sun Jan 08, 2017 1:20 pm
by aoktar
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.