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

Diffeomorphic - Making UDIM materials issue with lips

zedatmd2zedatmd2 Posts: 6
June 2024 in Blender Discussion

Hey

Am I not supposed to set the lips to the UDIM materials? I'm currently working on solving the skin bleeding issue but whenever I set the lips it's glossiness is totally gone (which is understandable as you combine it with other body parts which all going to have the same glossyness)

What would be the fix? Simply remove the volumetric from the lips? Or I just did something wrong?

What I do:

All 4 first are checked (i have shells) -> Torso is the selected -> And i include everything expect eye stuffs and nails.

Comments

  • PadonePadone Posts: 3,999
    June 2024

    The possible workarounds for volume bleeding are explained below. In short you can either use sss instead of volume, or use udims, or use the custom blender build. For udims yes, you have to exclude the lips if you don't want the textures to merge.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/1168/

  • zedatmd2zedatmd2 Posts: 6
    June 2024

    This is what I feared. That's a shame but thanks for answering regardless!:/ I've looked through this doccument before doing the UDIM.

    However I can't seem to find an answer to what if my character has tattoos? You would need to remove the tattoos from the character and add them back into the merged skin? 

  • PadonePadone Posts: 3,999
    June 2024 edited June 2024

    Let's first understand that udims are textures, not materials. With udims you merge textures. Then the udim tool also provides an option to merge materials. Now if you have tattoos and you want them to work with udims and merged materials, first you have to make udims for tattoos the same as the skin, that is, they must have the same udim tiles, then you can merge materials selecting as base a material with tattoos. This may be not always easy to do, depending how tattoos are made.

    So in this case it may be easier to opt for sss which doesn't need udims, and it is also faster to render than volumetrics. Though you may need to adjust the skin material. Indeed this is my preferred workaround, it's the "skin method > sss" in global settings.

    p.s. sss is always used if you opt for principled materials.

    Post edited by Padone on June 2024
  • zedatmd2zedatmd2 Posts: 6
    June 2024
    Oooh wow thanks for the well explained answer. I guess I will try SSS setup then. I never used SSS so sorry if its a stupid question. Let's imagine my scene has volume for a fog effect so I enable and increase the volume to 4. Will it make the skin bleeding effect on my character again with SSS? Or by using SSS setup it won't matter anymore?
  • Richard HaseltineRichard Haseltine Posts: 107,921
    June 2024

    Padone said:

    Let's first understand that udims are textures, not materials.

    I would have said that UDIMs are mappings, having the polygons mapped to a unit square offset from the [0,0]-[1,1] space, rather than materials or textures.

    With udims you merge textures. Then the udim tool also provides an option to merge materials. Now if you have tattoos and you want them to work with udims and merged materials, first you have to make udims for tattoos the same as the skin, that is, they must have the same udim tiles, then you can merge materials selecting as base a material with tattoos. This may be not always easy to do, depending how tattoos are made.

    So in this case it may be easier to opt for sss which doesn't need udims, and it is also faster to render than volumetrics. Though you may need to adjust the skin material. Indeed this is my preferred workaround, it's the "skin method > sss" in global settings.

    p.s. sss is always used if you opt for principled materials.

  • PadonePadone Posts: 3,999
    June 2024 edited June 2024

    @zed With sss you will not have skin bleeding. You can use volume for other items it doesn't matter it will be imported correctly as volume. The iray skin is a combination of volume and translucency so the importer recognizes that.

    @richard Indeed, but a udim texture is a collection of images mapped at different udim tiles, so we can talk of udim textures other than udim mapping. Blender defines and use udim textures as input for shaders.

    p.s. Also there's standard names in the industry for udim textures, which unfortunately daz studio doesn't follow, that's why we have to duplicate the textures in blender that's a major nuisance.

    Post edited by Padone on June 2024
  • zedatmd2zedatmd2 Posts: 6
    June 2024

    Thank you soo much for your time with the help!

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