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WTH????? Iray magic? Me stupid?

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Pushee-RiFri, Jun 12
Yeah ... and a virtual hug :)
DoroThee237Fri, Jun 12
Life is simple when some people do their best to simplify it for us!
Pushee-RiFri, Jun 12
The solution is really simple:Just create a project using the same technique (Rigid Follow Node, RFN) and release it as a freebie   :DThat way, peop
EverwildThu, Jun 11
@Radkres, thank you!
RadkresThu, Jun 11
Well It Depends as not all Figures give this problem just the "Special " Buggy Figures that made it through Quality Control.I have used it to fix Elf
Pushee-RiThu, Jun 11
@Everwild'Sorry, that was supposed to be @Radkres, not you, Pushee!'Thanks for pointing that out… I would have felt a little overwhelmed trying to c
Pushee-RiWed, Jun 10
Karma: 53,090
I've already worked on a few projects with RFN (Rigid Follow Nodes) - but despite all my Iray experiments, what you see below has never happened to me. I'd really appreciate your help smile

In the image, you can see (from left to right) the texture preview, the Iray preview, and the rendered image. Take a look at the earring in the last image: it's suddenly rotated in a way that isn't visible in the previews. Strange... really very strange.  Here's some additional information: I first imported the earring .obj, rotated and positioned it slightly, and then saved it as a prop. Then I loaded the prop, created RFN surfaces, parented the prop to the RFN, and adjusted its alignment a bit more (position, rotation, etc.). The whole thing is saved as a wearable.

Can you imagine what I (or Iray) botched up there?

Forum Image

Wolf007Wed, Jun 10
Karma: 319
From what i gathered on a quick search (cause i haven't used RFN before), you can try unparenting and reparenting or export/import.
Pushee-Ri
Karma: 53,090
Wed, Jun 10
Thanks for the tip (which gave me a cold sweat):
That would have been 6 (!) objects that I would have had to process (the project includes G9, GF8, and GM8). However, the error comes from a completely different source (see below)
guy91600Wed, Jun 10
Karma: 21,603
Since the earring is made of metal, the hair, being electrostatically charged, attracts the earring. The creators of the Iray rendering engine thought of everything!
Guy the physicist smile
You should take my answer for what it is: a joke smile
Pushee-Ri
Karma: 53,090
Wed, Jun 10
Hey - the earring isn't made of metal, but of plastic (which would actually support your theory even more emote

The root of all evil, however, lies elsewhere (see below)
maru_berlinWed, Jun 10
Karma: 49,929
Just a wild guess: is the hair colliding with the earring due to a push modifier/deformer or collision setting? Maybe you want to test it with either another hair or another earring, if the problem is caused by either of them you may find it out that way. OR a very basic one: does it deform because the earring is not for the Generation of Character you are using? I had a similar problem with some freebie earrings.
Pushee-Ri
Karma: 53,090
Wed, Jun 10
Thanks for the tips smile
The crux of the matter, however, lies elsewhere (see below)

'I had a similar problem with some freebie earrings.'
I suppose we shouldn't blame the earring manufacturer, but rather the designer of the model ...
kwerkxWed, Jun 10
Karma: 8,788
Inadvertent use of timeline?  Modifications made at one frame; but rendered occurred in another?
Pushee-Ri
Karma: 53,090
Wed, Jun 10
Timeline? What's a timeline??? emote
Honestly - I don't even use that thing for my dForce simulations

Still, it's a nice and interesting tip... but unfortunately, it's the wrong one (see below) emote
Slipknot3DWed, Jun 10
Karma: 10,705
Another guess.. something to do with figure render resolution
Slipknot3D
Karma: 10,705
Wed, Jun 10
*render subD level
Pushee-Ri
Karma: 53,090
Wed, Jun 10
Unfortunately not. That would have been something I could have explained to users, and they could have fixed it by following some instructions. The solution is much more... 'interesting', if you will call it that (see below)
Pushee-RiWed, Jun 10
Karma: 53,090
Thanks so much to everyone who gave me tips above smile

But the problem isn't with Iray, nor with the render resolution (SubD). The hair isn't the issue either. The same goes for the skin and the G version.

The solution is (drumroll and fanfare TaaTaTaTaaaa): 
THE MODEL (sic) !

As you can see in the top two rows of the image, the G9 earring behaves exactly as intended and designed on the G9 models. In the bottom row are the errors (including what I would call DAZ bugs)

3rd row left:
With non-proportionally scaled models, the earring rotates. However, this isn't a big deal, since I've set and saved the pivot point (center of mass) for the object so that it rotates on the hook rather than around itself. This means users can identify the issue and fix it themselves (with some hints in the readme). By the way: this doesn't happen with proportional scaling of the model (see Mae - the model with the charming smile,  (two-thirds the size of the original) wink

3rd row center/right:
not the skin, not the hair, not the mesh resolution (subD) - It's the model itself (DAZ Shop) that shifts the earring... and, surprisingly, not in the Texture/Iray preview, but during rendering! DAZ magic at its finest wink

That's too bad, since there's no way to explain or correct the mistake... and I was planning to use that model for my earring promos. Well - at least now I know I'm not quite as stupid as I felt yesterday emote

Forum Image
RadkresWed, Jun 10
Karma: 1,630
Look For a Projection Morph  Had this happen to my Ear rings too with figures that use them Daz Has a Projection Morph Manager  to control this effect.
https://www.daz3d.com/projection-morph-manager

Pushee-Ri
Karma: 53,090
Thu, Jun 11
Thanks for the tip smile

Unfortunately, there are two issues:

* The earrings are intended to be a commercial product (at a low price).... so I can't really give advice on a product that costs 5 to 6 times as much as my project wink

* The linked product focuses on objects with fit-to (auto-fit). However, that’s not the case with my earrings, since they’re set up as Rigid Follow Nodes (i.e., they weren’t rigged)

Nevertheless, thank you very much for your interest and your time smile
Everwild
Karma: 11,162
Thu, Jun 11
The description for the morph manager says "Compatible with all items that are auto-fitted to figure." Do you have any idea if it would help with hair assets that kink (roughly in the same area as the earrings), especially when fitted to youth morphed figures? Currently, I have to unfit them, parent them, then shape and fit them manually.
Everwild
Karma: 11,162
Thu, Jun 11
Sorry, that was supposed to be @Radkres, not you, Pushee!
Pushee-Ri
Karma: 53,090
Thu, Jun 11
@Everwild

'Sorry, that was supposed to be @Radkres, not you, Pushee!'
Thanks for pointing that out… I would have felt a little overwhelmed trying to come up with a response emote
Radkres
Karma: 1,630
Thu, Jun 11
Well It Depends as not all Figures give this problem just the "Special " Buggy Figures that made it through Quality Control.
I have used it to fix Elf Ears in Hair But as with anything from Daz You have to be Aware that sometimes The Help they Give is Less Helpful.
Sorry I Can't Tell You if it will fix Your Hair it Worked on my Ear ring problem and Elf Ears.
Everwild
Karma: 11,162
Thu, Jun 11
@Radkres, thank you!
Pushee-RiFri, Jun 12
Karma: 53,090
The solution is really simple:

Just create a project using the same technique (Rigid Follow Node, RFN) and release it as a freebie   

emote

That way, people interested in the commercial projects can first test whether their favorite model works well with the earrings.

Life can be so simple, right?

https://www.renderhub.com/pushee-ri/creoles-zero-earrings-for-genesis-8-and-9
DoroThee237
Karma: 19,891
Fri, Jun 12
Life is simple when some people do their best to simplify it for us!
Pushee-Ri
Karma: 53,090
Fri, Jun 12
Yeah ... and a virtual hug smile
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