Strange behaviour of shrinkwrap modifier on clothes ([RESOLVED]

Hi Guys,

I have a little question concerning this model i’m working on.

I have used a shrinkwrap modifier on the top and it fits perfectly

i’ve used the same with the white jean and it’s almost OK

but when i render, and only in rendering, look at this cylindric form …

i spend hours trying to fix it, but without any success.

what do you think ?

Thx.

I don’t know why it would only happen when you render, but maybe that vertex is closer to the arm than to the torso.

Try a tapered cylinder, like a cone with the tip cut off, and see how that does.

Edit: Are you only referring to the top part here, or are you also talking about the cuff of the right pantleg? That one looks like it isn’t shrinkwrapping at the bottom. Possibly an issue with the modifier order or vertex groups if you’re using the mirror modifier. The mirror modifier works well with perfectly-mirrored vertex group names, e.g. ‘ankle.L’, ‘ankle.R’. This is also true for bone names.

Welcome!

If it’s only at render, make sure your modifiers all have the same settings at render and in the viewport. If you have modifiers that are disabled in the viewport and active at render (or inversely) or subdivision with a different number of levels, it could give you a result that’s different.

For the shrinkwrap problem, this looks like the kind of issue that could be fixed with a different shrinkwrap method. Maybe try “project” with both positive and negative enabled instead of “nearest surface point”?

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thank you for your answer. i’ll try to apply your solution and answer back

thank you for your answer. i’ll try to apply your solution

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Hi @etn249 @thoslos

i have finally found the solution very randomly HAHA

it was a problem of mask parameter

the body mesh was parametrized with vertex groups and when choosing armature, i have finally solved the issue

thank you

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