Poke-through is when part of the human figure appears unnaturally through the clothing it is wearing. Here are some tips for eliminating poke-through.
Supported Figures. Make sure the clothing you are applying to the figure is designed for the particular human figure. If you use clothing for Michael 3 on Michael 4, you can expect serious poke-through. Use clothing for Michael 4 on the Michael 4 figure. Generation 4 clothing is supported on Genesis with the use of the Auto-Fit plugin.
Supported Morphs. Only use Morphs in the base human figure that are supported in the clothing. This is not a hard and fast rule as there are other ways to get around this, but it will reduce the likelihood of poke-through. If you are using an outfit that only supports Victoria 4.2 base, but has no support for V4.2 Morphs++, you should expect poke-through when you dial up the ‘Amazon’ morph in V4.2.
Adjustment morphs are often available in the clothing that can bend or more the drape of the robe or dress to flow with the body’s new position. The ‘drapey’ portion of an outfit, such as the skirt, by nature is not form-fitting. For this reason, adjustment morphs are typically built into the clothing. You can use these to move, bend, sway, or otherwise change the ‘flow’ of the skirt or robe so that it matches up with the legs. These morphs do not apply automatically, but must be done by hand after you pose the human figure.
Smoothing: See this smoothing function tutorial which is great for removing superficial poke-through:
Cloth Thickness. Some outfits, such as the bodysuit, have a cloth thickness morph in them. Increase the value of this morph to eliminate minor poke-through. It’s very effective for this.
Avoid extreme poses. Extreme poses include poses where the values of the nodes (arm, elbow, shoulder, etc) are near maximum value or even beyond. These are much more likely to product poke-through in clothing. There are ways around this for advanced users, but you can expect poke-through for extreme poses. Hiding parts of the body and using magnets are ways to resolve poke-through caused by extreme poses.
“Hide” the part of the body that is poking through. This is a very easy method and in most instances is very effective. It is not effective if part of the body you need to hide is naturally exposed such as the upper arm beneath a long sleeve. To hide any part of the body in DAZ Studio, use the Scene Tab to find the part and click the ‘eye’ to the right to close it. In Poser, select the body part and then uncheck the ‘visible’ box in the Parameters Panel.
Use magnets. Magnets are provided in separate products and, in rare occasion, with some clothing products. Magnets are not for beginning users and require a solid understanding to use effectively. See the readme for magnets for more information.
Use the Morphfollower feature, If it is available in your edition of DAZ Studio 4. This assumes that the clothing was designed for the figure on which it is used, but doesn’t have support for the particular morph or morphs you are using in the base human figure. Morphfollower only works with clothing designed for the figure on which it is used. Morphfollower will not make an outfit for V3 work on Aiko 4, for example. Morphfollower also should not be used on dynamic clothing.
Use the Poke-away plugin available for use with the Genesis figure. This plugin gives you the ability to reduce the size of parts of Genesis and thus eliminate minor but pesky poke-through. http://www.daz3d.com/poke-away
[DAZ Studio 4.5] Use the Smoothing modifier on the clothing. Select the clothing model. Now go to the Scene Pane and click the Active Pane Options button in the top. Then go to EDIT --> Geometry --> Apply Smoothing Modifer. This adds the modifier. You should go to the Parameters Pane and go to General --> Mesh Smoothing. On the left, you will see 'Smoothing Iterations' and 'Collision Iterations.' You can increase either or both of these to reduce the poke-through.
Adding a Smoothing Modifier to a model in DAZ Studio 22.214.171.124 or higher
Use the Shell feature. This essentially creates a slightly larger version of the figure. You can then make the clothing 'collide' with the shell rather than the original human figure. This feature is supported in Studio 4.5+
1. Select the human figure and go to CREATE --> New Geometry Shell
2. Turn off the Shell in the Scene Pane. Select the Shell and click the "eye" icon to the left of it. This makes it invisible. It will do its job, but it won't appear in preview or render
3. Select a particular clothing outfit that you already have fit to the human figure. Go to the Parameters Pane.
4. Turn on 'Enable Smoothing.' Smoothing iterations should be at least '2.' Collision item should be the 'shell' that you just selected. Collision Iterations should be at least 3.