In my example I found something, that poked through in the 135 ° view.
I made a render and it was still there:
So the next step was to move the figure a little bit and go closer with the cam and again a render.
Make a notice about that and save the render. Use a name that is similar to the used morph, e.g. Voluptuous_135.jpg or so. You know now which morph in which view is on the render.
Try also a render with nearly production settings with: Use displacement maps and Raytracing, max texture size = 4096 and so on. Sometimes the pokethroughs disappear with displacement maps.
If the pokethrough disappears I try the half of the value, e.g. 0.25 for the next try. If the pokethrough is back again I make a render and if it's gone I try the next half of 0.25 means 0.125.
Using the half of the value between good and bad is the fastest method to find the optimum value, although I would use 0.1 instead of 0.125 and 0.2 instead of 0.175. Makes the thing easier.
Write down your results.
I hope this lttle tut makes it easier for you to run your next tests. Even if you are testing your own stuff, it can help you. But, to be honest, you cannot ensure the correctness of your items if you only tested them by yourself. Some errors, e.g. non-standard pathnames, you will never find as these pathnames are correct on your PC. Unfortunately only on your PC.
If you have any remarks or comments please feel free to contact me at:
Ulli3D @ulliswelt.com
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