Post by mauvemorn on Jun 26, 2020 18:40:51 GMT -5
The problem happens because each separate piece of the mesh has rendering issue with itself, not with another mesh.
The problem becomes less noticeable when you delete inner geometry because the mesh becomes more transparent.
Most cc creator use Simglass shader to make alpha hair which is made of separate planes that may have rendering issues with each other ( looks differently ) but not with themselves ( triangles ).
I thought that maybe I was misinterpreting this issue and annabluu solution is applicable with clothes, but probably not.
The problem becomes less noticeable when you delete inner geometry because the mesh becomes more transparent.
Most cc creator use Simglass shader to make alpha hair which is made of separate planes that may have rendering issues with each other ( looks differently ) but not with themselves ( triangles ).
I thought that maybe I was misinterpreting this issue and annabluu solution is applicable with clothes, but probably not.
The idea is to split and layer the mesh in the same order it is meant to be rendered, I suppose, but it is quite tricky in this case. I tried simply cutting the mesh instead of separating parts but it did not work
See how the selection on the first pic is visible from a different angle? I don't know how to explain it, but you need to split the mesh in such way that the selected area in not visible through the selected area. You want all of these selections to be separated
- just to be safe i deleted inner geometry ( select one face, Ctrl L, Delete - Faces );
- switch to Edit mode, select one face on the front part, Ctrl - UVs, Shift - H to isolate. Holding Ctrl, LMB-click-and-drag to select the first part like in the pic, press P - Selection, continue until you finish;
- in the outliner you will have all separated meshgroups selected. Switch to Object mode, Shift-click on the first meshgroup TWICE (my1), press Ctrl J. Select everything with A, Remove doubles with Merge Distance set to 0,0001. The uvs are still split which is what you want in this case;
- add Solidify modifier, set thickness to something small, uncheck Fill Rim, apply. Delete inner geometry from places where it is not needed.
- import it in s4s, no need to change the shader. If your skin maps have transparency, you will be able to see the change even in s4s