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Daz 3D Forums > 3rd Party Software > Blender Discussion

(Diffeomorphic) Different SubD level, same vertex?

acdum1857acdum1857 Posts: 105
April 2021 edited April 2021 in Blender Discussion

In the image, the SubD on the right is higher than on the left, but in edit mode, the number of vertices is the same.

(I exported the SubD 2 figure through 'Export HD To Blender'.)
Left : HD collection removed / Right : Non-HD collection removed

Daz to Blender Bridge has different vertices depending on the SubD level.

Why not in diffeomorphic?

(The document doesn't seem to have anything related to this.)

6237.jpg
1701 x 1440 - 1M
Post edited by acdum1857 on April 2021

Comments

  • margravemargrave Posts: 1,822
    April 2021

    Is there a SubSurf modifier in the modifier stack?

  • acdum1857acdum1857 Posts: 105
    April 2021

    No, it wasn't there.
    ('Export HD To Blender' adds Multires.)
    So I added the SubSurf modifier and increased it to 2, but still no change to the vertex.

    6242.jpg
    2560 x 1440 - 1M
  • margravemargrave Posts: 1,822
    April 2021

    I have no idea what the Multires does--I think it's for sculpting?

    A Subsurf modifier will subdivide your mesh, but it won't show those subdivided edges in edit mode. Not unless you apply the modifier.

  • acdum1857acdum1857 Posts: 105
    April 2021 edited April 2021

    When changing to edit mode, the object is displayed as level 0, so level 3 vertices, edges, and faces cannot be edited.
    Also, the model imported to Zbrush via GoB is at 0 level regardless of the Multires level.
    Because it is only exported as the level displayed in the edit mode.

     

    If Multires supports sculpt mode but not edit mode,
    can’t I convert the already created Multires into a Subdivision Surface at that level?

     

    This is because the structure of the face division of Multires and Subdivision Surface is basically the same,
    but if I remove Multires from the current object and add Subdivision Surface, the shape of the object is slightly different.
    The more distal parts such as teeth, the larger the shape is damaged.

    Post edited by acdum1857 on April 2021
  • PadonePadone Posts: 3,873
    April 2021

    You may be interested in this.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/438/inject-hd-shape-to-xin-and-thomas

  • margravemargrave Posts: 1,822
    April 2021

    acdum1857 said:

    When changing to edit mode, the object is displayed as level 0, so level 3 vertices, edges, and faces cannot be edited.
    Also, the model imported to Zbrush via GoB is at 0 level regardless of the Multires level.
    Because it is only exported as the level displayed in the edit mode.

     

    If Multires supports sculpt mode but not edit mode,
    can’t I convert the already created Multires into a Subdivision Surface at that level?

     

    This is because the structure of the face division of Multires and Subdivision Surface is basically the same,
    but if I remove Multires from the current object and add Subdivision Surface, the shape of the object is slightly different.
    The more distal parts such as teeth, the larger the shape is damaged.

    Unfortunately, I know nothing about the MultiRes modifier, because I've always thought of it as "Subsurf, but for sculpting", and I don't really sculpt. It sounds like the MultiRes is trying to keep the HD details, but I honestly don't know.

  • Krys KryngleKrys Kryngle Posts: 308
    April 2021

    Not sure what you are trying to do here.  SubDiv and Multires keep the base mesh intact.  Exporting will export the base mesh.  Edit mode will edit the base mesh.  The only way to change it is to 'apply' the SubDiv modifer.  Then it will show the new vertex count in edit mode and the base resolution mesh is gone.  Margrave is right, MultiRes allows us to sculpt on the base resolution model, or any level of the subdivided model, so it really is subsurf, but for sculpting.

    If you want to see the vertex count without applying the modifiers,

    - Turn on 'statistics' in the top right of the viewport, image attached

    - Select the model in question (outlined in yellow), then hit 'shift + h' to hide everything else in the scene

    - Then you can adjust the SubDiv or Multires number for the viewport and see the vertex count.

    01.jpg
    3831 x 2061 - 1M
  • acdum1857acdum1857 Posts: 105
    April 2021

    I understood. You explained clearly. Thank you.
    My intention was to gradually increase the SubDiv in Blender and export it to Zbrush to complete the sculpting.
    (Sculpting generally starts with a low SubDiv and proceeds to a high SubDiv.)
    Because I tried to use Zbrush's features that Blender doesn't have.
    But now, I think it would be better to somehow complete this work in Blender.

  • acdum1857acdum1857 Posts: 105
    April 2021

    Padone said:

    You may be interested in this.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/438/inject-hd-shape-to-xin-and-thomas

    That's an interesting way. I'll try it.
    Thank you for giving me a new idea! 

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