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    Tessellation bug / Artifacts (spikes) on Marvelous Designer seams in Redshift

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    • R
      resort-transportation last edited by resort-transportation

      Hi everyone,

      I'm hitting a persistent issue when rendering a garment imported from Marvelous Designer into Cinema 4D using Redshift.

      As soon as I enable Tessellation on my Redshift Object tag, strange artifacts appear along the seams: the geometry tears and stretches, creating weird "spikes" or filaments pulling toward the inside.

      Here is what I have already tried, but without success:

      -Exporting from Marvelous (FBX): Exported as Single Object, Thin, and tried both Weld and Merge Vertex by Proximity (adjusting the tolerance distance to ensure proper welding without breaking the mesh).

      -Inside Cinema 4D: Cleaned up the mesh using the Optimize command (in Points mode) to make absolutely sure everything is welded.

      https://www.dropbox.com/scl/fi/kswu10cikrbcoryrs3jcw/Tessellation-bug.c4d?rlkey=6z2iws00dhhvz8q2j1e7030hv&st=ca36mkh5&dl=0

      https://image.noelshack.com/fichiers/2026/22/1/1779710177-cinema-4d-dqfadphbu4.png

      Has anyone encountered this specific bug with Marvelous assets in Redshift, and is there a hidden setting or a workaround to force the geometry to stay glued together during render-time subdivision?

      Thanks in advance for your help!

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      • R
        resort-transportation last edited by

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          resort-transportation last edited by

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          • noseman
            noseman @resort-transportation last edited by

            @resort-transportation

            It appears you have a lot of "Non Manifold" topology in the model causing this. This means that some edges belong to more than 2 polygons and this is not considered "good" topology.
            Select all your polygons, go to Mesh menu - Clone - Resolve Non Manifold and everything should look good...

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