Materials not matching on Geografted Nipples and Navels (G9)
Ptrope
Posts: 696
https://www.daz3d.com/geo-grafting-navel-and-nipples-for-genesis-9 - I was looking for better geometry for the nipples on G9 figures, which I'm just now starting to work with a bit.
After applying the geografts, I copied the "Body" texture from the G9 figure and pasted it to the "Body" texture of the graft. While it looks correct in the Texture Shaded preview, in the NVidia IRay preview (and in the IRay render), the grafts are darker, as if they are semi-transparent - it appears to be an issue with the Studio renderer, rather than the grafts themselves. I've tried adjusting translucency, refraction, opacity and other elements of the shader, as well as saving the scene and rebooting Studio, but the different material preview remains.
(Edited by mod. Please reupload an untextured image.)

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Ah, what you want to do is
Nope - that actually makes it worse ...
(Edited by mod. Please reupload an untextured image.)
What are the surfaces that you are pasting and which figure? There are a few figures that don't use the standard shader. Basically, your souce and destination have to use the same sort of shader to paste successfully. So if your figure uses the standard iray shader rather than the PBR shader then you would have to apply the appropriate shader to create the slots to be pasted into.
I found it!
For some reason, when pasting the material from figure to graft, everything goes over exactly EXCEPT for the "Thin-walled" setting - it is "Off" on the G9 figure, but was "On" on the graft - and changing that fixed the problem.
Thanks for the input!
It adds much-needed geometry for realistic shaping; it's hard to understand why the base mesh is so lacking in this area.
Honestly I find the lack of naval and nipples on the base G9 mesh to be one of its greatest flaws.
From both a developmental and a technical perspective, uneven mesh detail that's frequently going to be covered over is problematic.
To take one of my G8F characters:

If you put a shirt on her and rely on auto-generated follow morphs, you get this:

Some clothing will take a ridiculous amount of smoothing iterations and mostly resolve this, but other items will simply fall apart. And, similarly, the G8F mesh cannot be heavily smoothed to create projection morphs to help with this, because it's too uneven.
This is why I made my own bodysuit template that was made with an even mesh that can have the heck smoothed out of it and then baked in:

And when I fit clothes to that instead?
Not only is it obviously better fitted around the breasts because of the fact I could effectively create a projection shape on the mesh, the more even mesh to generate morphs from means it's also just generally smoother - better to not end up with distorted print patterns or start a dForce simulation from without it having inappropriate creasing.
The thing is, the areas of high mesh detail on G8 were a considerable nuisance from a developmental and technical perspective (and not just in the way I've shown above, but it's a reasonably easy to demonstrate example of how simpler meshes are better for fitting clothes to), and moving them to HD morphs or geografts, while it does have its own limitations, has considerable advantages.
Functionally, having nipple and navel geometry always on the model is not wildly different in concept to the idea of the male bases permanently having anatomical elements fixed to the figure. Sure, when you want it there, you want it there, but if you don't want it there, it can present a considerable nuisance. (I mean, put male anatomy on a model, then try fitting trousers over it without clipping issues). In that respect, geografts or HD so the geometry can be there when needed, but not be there when it's not going to be visible is the best way to resolve those matters.
Yes, some people are constantly doing your characters in the nude, and normally have no reason to care about some of the technical aspects behind this, but that's not everyone.
I mean, some of us put a lot of effort into making sure our characters are properly dressed.

So, part of what you're saying is time is needed to be spent improving G8F/M into having a smoother projection morph for clothing.
I can see that, and my small chested favourite character suffers from excessive clothing bulge over her sternum (as opposed to shrink wrapping), sometimes to the extent that the bulge is a bigger protrusion than her breasts on either side. So possibly a morphable projection morph would help ;) .
Can I ask, are you able to point to somewhere that explains how projection morphs are embodied into a DS character?
Regards,
Richard
Not quite.
My general point is that a simpler and more even mesh does have benefits - both for certain kinds of processing (it's easier to smooth, which is an important part of sculpting morphs and creating projection shapes), and because it's also easier to auto-transfer morph shapes from.
While it's not been fully utilised in this respect, G9's base shape and geometry is hugely better for creating this kind of projection morph without needing an intervening mesh like I needed to for G8, at least in part because of the absence of the nipple and navel geometry.