HD figures question
Oso3D
Posts: 15,085
in The Commons
So it's not possible to create HD morphs for Genesis figures without special widget from Daz/permission.
Is it possible to do something like this for personal use? Like, if you made a HD figure based on Genesis and copied the rigging or something, and you only used it for yourself, would that A) work, and B) be ok?

Comments
if you were creating anything for yourself and only using it for yourself and not offering it to anyone else either free or selling I don't see it not being ok as for being possible to do well I have no idea guess it would if you understood these things probably in z brush or blender which you use
You could use the transfer utility to rig and move morphs to the high-polygon version, but it would not pose in the same way as the rigging is designed to work with the base cage's being sub-divided after posing/morphing. Still, it might well be acceptable - though slow - depending on how high you went.
Guess I'll just resign myself to trying to do it via displacement. :/
What are you trying to do?
Displacement is definitely easier for most artists, and it actually ties into the renderer throuugh the subdivision engine in the end, so the results are essentially the same as HD. Smooth gradients in displacement are accomplished by moving primary verticies at the current resolution (which saves a ton of math), but anywhere there's a break in the smoothness of the displacement, the engine sprinkes in new verticies at the max sub-d level.
The only difference is that DAZ uses single dimension displacement (it only displaces along surface normals, calculated from the mesh, not a normal map) while HD can add new verticies in 3D (along a normal or on a plane parallel to the surface, although it doesn't use that particuar transform, it uses XYZ, which is easier for the programmers, but harder for the artist).
Displacement is quick, you can do things like "stamping" on brushes to make scales, scars, etc. and you can see from the intensity of the displacement map EXACTLY where you're going to have trouble with the texture stretching (HD often leaves you guessing until the bitter end).
HD comes into its own when you stack morphs, or animate them in and out.
It definitely doesn't work exporting .obj's, using transfer utility the transferred weightmaps are no where near clean enough.
But in the processes of doing something completely unrelated I was reminded that collada exports weight maps I did a bit of experimenting and have got something sort of almost workable export figure as collada > import that into 3d program capable of subdividing > subdivide that and export this new subdivided figure > load new subdivided collada into DS use the tranfer utility to fit it to an actual genesis, but uncheck transfer weights so the good clean weightmaps get kept
The issue will be as RH said, transferred morphs won't identically match what they would be on the original figure. At minimum you'll probably have to fix up the base correctives (export the morphs as objects subdivide them in the program you subdivided your genesis load them as morphs into your new genesis with completely matching names) but at this point you're looking into a lot of time and effort. Also there are a lot of things that can cause issues along the way, Collada is... fiddly. Also I can't get the bones to hide, and their rotation order is messed up (but afaik its only making it look bad)