• Daz 3D
  • Shop
  • 3D Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare
  • Download Studio
ADVANCED SEARCH
  • Menu
  • Daz 3D
ADVANCED SEARCH
Add image
  • Shop
  • 3d Software
    • Daz Studio Premier
    • Daz Studio
    • Install Manager
    • Partnerships
    • AI Training data
    • Exporters
    • Daz to Roblox
    • Daz to Maya
    • Daz to Blender
    • Daz to Unreal
    • Daz to Unity
    • Daz to 3ds Max
    • Daz to Cinema 4D
  • 3D Models
    • Genesis 9
    • Genesis 8.1
    • Free 3D Models
  • Community
    • Our Community
    • Gallery
    • Forums
    • Blog
    • Press
    • Help
  • Memberships
    • Daz Premier
    • Daz Plus
    • Daz Base
    • Compare

Notifications

You currently have no notifications.

Loading...
    • Categories
    • Recent Discussions
Daz 3D Forums > 3rd Party Software > Blender Discussion

Diffeo - Merge HD mesh with geograft using geometry nodes

dmnmfdmnmf Posts: 31
June 2024 edited June 2024 in Blender Discussion

Hello,
I'm trying to merge g8.1 or g9 anatomical elements to a HD mesh (imported with diffeo, not xin) with geometry nodes using the suggested workflow. It doesn't work. I can get it to somewhat work by copying groups and adding stuff manually, but the meshes never actually merge properly. When i do it the suggested way, it just sets the multires to 0, but even when i copy the groups from another mesh after doint the operation and manually adding everything to the untouched multires 2 mesh, it doesn't merge by distance properly; probably because the graft has no multi, with a multi 2 graft it just creates a mess though. Any ideas?

Post edited by dmnmf on June 2024

Comments

  • PadonePadone Posts: 4,014
    June 2024

    There's recent improvements on that, be sure to get the 4.1 importer version, the 4.1 development version gets other fixes too in different areas.

    https://bitbucket.org/Diffeomorphic/import_daz/downloads/

    Apart that, when you merge a HD figure to a non-HD geograft, that's the usual case, there will be some visible seams on the borders due to the geografts not having HD details. This is so even in daz studio and that's why geografts don't work fine with HD. Diffeomorphic tries to smooth the seam with some success but stills visible.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1556/

    Apart that, if there's other issues you can open a bug report at bitbucket for Thomas to look at, you will have to provide a test scene as simple as possible and exact steps to reproduce the issue.

    https://bitbucket.org/Diffeomorphic/import_daz/issues

  • dmnmfdmnmf Posts: 31
    June 2024 edited June 2024

    Not sure if this is a bug, but it already fails at the first step, the multires is 0 after merge geograft with nodes (first image is after merge).
    Also i've noticed that Diffeo creates two geometry nodes which to my knowledge can be combined into one as the last one only merges the meshes?
    Using 4.1 release
    Oh and that problem that is described in your link, i think i ran into that some time ago and it could be solved by increasing the merge distance (edit: nvm, i don't know what i'm talking about).

    Screenshot 2024-06-11 142607.png
    443 x 367 - 32K
    Screenshot 2024-06-11 142620.png
    443 x 376 - 33K
    Screenshot 2024-06-11 142855.png
    426 x 284 - 28K
    Post edited by dmnmf on June 2024
  • dmnmfdmnmf Posts: 31
    June 2024

    I think one of the problems might be that the node modifier cannot go on top of the multires, so i tried to do it with a graft that also has a multi with the same amount of levels, then did everything manually to circumvent the multires 0 problem, but sadly it didn't work and created a mesh mess (forgot to take screenshot but could reproduce if necessary).

  • dmnmfdmnmf Posts: 31
    June 2024 edited June 2024

    It should be possible, geo looks almost similar after applying level 3 multires, maybe the weird corners would need manual fixing, which would be fine for me as ideally i do that once and then save the asset for reuse.
    One issue might be the edge and mask vertex groups?

    Screenshot 2024-06-11 145959.png
    697 x 410 - 367K
    Post edited by dmnmf on June 2024
  • dmnmfdmnmf Posts: 31
    June 2024 edited June 2024

    This is the mess that i am getting when i do everything manually with a multires graft and then turn multi to anything higher than 0.

    (Edited by mod) https://www.daz3d.com/forums/discussion/3279/acceptable-ways-of-handling-nudity#latest

    Post edited by frank0314 on June 2024
  • PadonePadone Posts: 4,014
    June 2024

    I am not really interested in geonodes for figures, they just complicate things and slow down a lot and add nothing to my workflow. Though I understand others may have different needs. If you have improvements or bug reports in this area you better write on bitbucket.

  • dmnmfdmnmf Posts: 31
    June 2024 edited June 2024

    I think they're awesome because they're non-destructive and i tend to make a lot of changes. I know i can keep an unmerged mesh but i find that much more cumbersome than having an extra modifier (also bad for my drive/cloud).
    I might finally make a bitbucket account and try my luck there, but for now i think i will accept that they don't merge and that i don't get the hd graft mesh (the nodes work with the workaround after all, they just dont mrge and leave a slight gap) and do the rest in post.

    The workaround tldr is to do the merge operation with a copy of the body mesh, then copy modifiers and vertex groups  from that mesh to the body mesh that has the intact multires and adjust the node modifiers.

    Post edited by dmnmf on June 2024
  • Hurdy3DHurdy3D Posts: 1,073
    June 2024

    The geo node sultion for geocrafts it's not recommended, because of a Blender bug.

    Because of the Join Geometry node, the normal maps of the meshes will get corrupted.

    See: https://projects.blender.org/blender/blender/issues/106578

  • dmnmfdmnmf Posts: 31
    August 2024 edited August 2024

    Just a heads up, this seems to be working now as of 4.2, maybe even earlier. Sometimes you still have to go into geometry editor in DAZ to get the geograft to not merge. Normals seem fine too. Thanks for implementing this!
    edit: nvm, it still eats the multires

    Post edited by dmnmf on August 2024
Sign In or Register to comment.
Adding to Cart…

Daz 3D is part of Tafi

Connect

DAZ Productions, Inc.
7533 S Center View Ct #4664
West Jordan, UT 84084

HELP

Contact Us

Tutorials

Help Center

Sell Your 3D Content

Affiliate Program

Documentation Center

Open Source

Consent Preferences

JOIN DAZ

Memberships

Blog

About Us

Press

Careers

Bridges

Community

In the Studio

Gallery

Forum

DAZ STORE

Shop

Freebies

Published Artists

Licensing Agreement | Terms of Service | Privacy Policy | EULA

© 2025 Daz Productions Inc. All Rights Reserved.