Geograft showing low-resolution mesh

In the hopes of building a pseudo high-res-sculpt system, I exported a high res (3 levels of subdivision) version of Genesis 8, and then used it as a geograft onto the original, hiding the original.  Great, got all that down.

However, when I turn on a morph on the original mesh (Body Builder and Body Size in this case), the high-res mesh starts to show a low-res version of the mesh.  It appears to be following without any sort of smoothing, or reference to higher subdivision layers. (See attachment)

I think that this is a problem that must have been solved for clothes: how do people create clothes that follow high-res morphs, and don't end up showing the low-res geometry like this?  Hoping one of y'all can point out to me how to fix this!

 

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Comments

  • JD_MortalJD_Mortal Posts: 760
    edited January 2020

    The morphs have to match the base geometry... Exactly.

    After import, I believe, the HD will still only look correct on the higher SubD level, naturally, you can't retain HD morph values on a lesser detailed model anyways, because there isn't enough supporting geometry to "bend" into the HD shape you are telling it to bend to. But it seems as if you are not doing an ERC freeze correctly, or you are not starting with the base-model being zeroed-out correctly.

    Also, what are you using to create this extra detail? Not all programs operate the same. If your program does not retain the "curves", then it esentially outputs simple geometric flat triangles, and they will always output triangles even if you SubD them into billions of segments. Without the curve-data, the program does not know how to bend the surface, so it doesn't try. You are effectively just moving the base-models individual points to new locations, if you are not also retaining the "curve values", which is what actually creates or retains the majority of the HD adjustments.

    Don't forget there are two values for SubD level... One applies ONLY to the viewport, the other applies ONLY to the actual render-screen output.

    More rare of a situation... Have you altered the way that the geometry is "bent"... Sharp edges, Catmark, etc... Interpolation, base resolution level... In the "Parameters->[model]->General->Transforms->Mesh Resolution" area

    Even more rare... Sometimes a "glitch" can make models lose the "bend" geometry values. A simple restart of Daz would fix that, if that was the case. I have not seen that in a long time though.

    Post edited by JD_Mortal on
  • mr.mauve said:

    In the hopes of building a pseudo high-res-sculpt system, I exported a high res (3 levels of subdivision) version of Genesis 8, and then used it as a geograft onto the original, hiding the original.  Great, got all that down.

    However, when I turn on a morph on the original mesh (Body Builder and Body Size in this case), the high-res mesh starts to show a low-res version of the mesh.  It appears to be following without any sort of smoothing, or reference to higher subdivision layers. (See attachment)

    I think that this is a problem that must have been solved for clothes: how do people create clothes that follow high-res morphs, and don't end up showing the low-res geometry like this?  Hoping one of y'all can point out to me how to fix this!

     

    Clothing is not replacement mesh. Smoother modifiers can be added to them. They "fit to" the figure.

    Not likely to work well for the full figure but you might achieve what you want by making your HD geograft item {trim off the seams} into a clothing piece instead. Then hide sections of the original figure. Clothing items can be made such that they hide mesh when "fit to" the figure.

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