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

Problem with Breastacular for G8F

DrGonzo62DrGonzo62 Posts: 402
May 16 edited May 20 in Blender Discussion

Hi,
I'd like to use this product in order to get higher mesh density in the chest area for sculpting.
The import via Diffeo works fine, but after rendering there is a noticeable green outline around the B-Tac material zone.
I've tried several different G8F character materials and on some it's more noticeable than on others, but still too much though.

Does anyone else have this issue?
My only other option is to omit B-Tac and exporting the figure at subD 2 out of DS, or using a MultiRes modifier in Blender (which doesn't let me sculpt with shape keys).
Both options significantly increase the vertex count in areas other than the chest as well, which I don't need. Making the figure way heavier than needed.
Not a huge issue when using 2 or 3 figures in a scene, but this all adds up quickly.

Is there a way to fix that outline issue?
Thanks!

 

btac.jpg
1323 x 539 - 62K
Post edited by DrGonzo62 on May 20

Comments

  • PadonePadone Posts: 4,158
    May 17 edited May 17

    That is a bug in blender that unfortunately the developers consider a "better feature", so it's not going to be fixed. That is, in blender 3.3 they changed the way the volume shaders work, so that volumes could be intersecated, that didn't work fine before. Unfortunately this way we can use only one volume per object, while multiple volumes will produce a leak where they meet that's the line you see.

    Common workarounds are to use sss instead of volume for the skin, or to merge udims so to have a single skin material.

    https://github.com/Diffeomorphic/import_daz/wiki/Material_Methods

    p.s. However, if your only purpose it to subdivide the area, you can do it in edit mode in blender, you don't need to use a geograft as in daz studio.

    edit mode: edge > subdivide

    subdivide.jpg
    540 x 255 - 38K
    Post edited by Padone on May 17
  • DrGonzo62DrGonzo62 Posts: 402
    May 17 edited May 17

    Thanks, Padone.
    Man - this gets complicated quickly...
    I remember trying local subdivision a while back and ended up getting very noticeable outlines of the edges in that area.

    I'll look into using sss instead of volume. I'm pretty much still just using whatever the default Diffeo settings were.
    Thanks for confirming the issue and suggesting workarounds. Very much appreciated, as always.

    Update:
    I tried using sss instead of volume and that produced... something that seemed like a lot of work to fix.

    However, turning the effected materials into a single UDIM worked wonders. The bleeding is completely gone!
    I can't believe that this was such an easy fix. You're a lifesaver, Padone! smiley

     

    udim.jpg
    916 x 453 - 55K
    Post edited by DrGonzo62 on May 17
  • DrGonzo62DrGonzo62 Posts: 402
    May 20

    OK, I looked into this some more and it seems that this texture bleeding is a much larger issue than I initially thought.
    Looks like every character imported with Easy Import and cycles materials has this problem. Graft or no graft.

    Am I mistaken?
    That would make Diffeo to Blender as a substitute for DAZ almost useless, no?
    And using Udim is apparently not optional in this case, but absolutely necessary to fix some of these texture bleeding issues.
    I wish I had known about this before spending months on getting into Blender.

    Before I waste more time looking into using sss instead of volume, are there examples of realistic looking sss shaders?
    Initial tests with the sss method looked pretty bad.
    If I can't get at least close to the look I can get out of DAZ, then rendering in Blender is really not a good option for me it would seem.

    Thanks.
     

  • PadonePadone Posts: 4,158
    May 20 edited May 20

    Yes sss is approximated and expected to be fixed by hand. Yes you need to merge udims for the iray skin to avoid the bleeding effect. Yes there's plenty of good skin shaders for blender, of course, one of these compatible with G9 as I understand it.

    https://superhivemarket.com/products/humanify---one-click-realism

    p.s. Another option is you can use blender 3.2 where the volume bug wasn't there yet. Diffeomorphic 5.2 aims to be compatible with blender 3.x 4.x 5.x.

    Post edited by Padone on May 20
  • DrGonzo62DrGonzo62 Posts: 402
    May 20

    Thanks Padone.
    I think I'm still in shock that I hadn't really noticed this until recently. And when I did, I figured that this is caused by a graft.
    Then when I saw that a standard G8 figure out of the box has the same issues I started wondering why this isn't a constant point of conversation here.

    I mean, lets face it - DAZ's sole purpose is to make the best looking human figures available to us, imho. Because when I want to render a car or a toaster, then I can to that in any number of applications.
    So this thread should be all about this issue, and when it is not, then I'm starting to wonder how many people are actually using this DAZ > Diffeo > Blender workflow?
    Probably not nearly as many as I thought. A shame really, since every time I have to fire up DAZ I'm wondering how I was able to spend years using that app. The loading times alone...

    Anyway, I had semi-decent results converting to UDIM, but genitals seem to be an issue? The mapping gets all screwed up on those.
    Also, is it possible to make changes to the UDIM later? To change the lip color for example?

    Thanks! yes
     

  • PadonePadone Posts: 4,158
    May 21

    If you mean the daz genitalia, then you have to merge it by hand, after importing without merge. The "last udim tile" option is specific for geografts without shells, as daz.

    https://github.com/Diffeomorphic/import_daz/wiki/Setup_Finishing_Merge_Geografts

    As for making changes, if you merge udims you will have one single material, that's the purpose of merging. However, if you use the pbrskin, the makeup works as an extra layer, that you can change. Be sure to select the face as active material when merging udims so the makeup layer is preserved.

    https://github.com/Diffeomorphic/import_daz/wiki/Material_Tools_Edit_Material_Make_UDIM_Materials

    steps (for example Victoria 8.1 with genitalia):

    1. import without merging geografts
    2. merge geografts with "last udim tile"
    3. make udims with face as active material

     

  • PadonePadone Posts: 4,158
    May 21 edited May 21

    update. udim bug.

    Actually there's a bug when making udims. The makeup textures are converted to udim thus they don't work fine. To fix this it is enough to select the makeup textures and check "single image" instead of "udim tiles". Will prepare a bug report for Thomas when I have some time. Apart this everything works fine here, including the daz genitalia, that I can't show for the forum policy.

    Below it's Victoria 8.1 with daz genitals converted to udim.

    update. Now reported to Thomas.

    https://github.com/Diffeomorphic/import_daz/issues/22

    makeup.jpg
    434 x 287 - 31K
    victoria-81.jpg
    456 x 694 - 38K
    Post edited by Padone on May 21
  • DrGonzo62DrGonzo62 Posts: 402
    May 21

    Thanks Padone, I'll check it out!

  • PadonePadone Posts: 4,158
    9:54AM

    update. The udim bug is fixed in the last commit. Plus udim capabilities are extended to sparse udims. Possibly Thomas may implement LIE baking, until then, it is better to bake LIEs in daz studio befor exporting, especially with G9 which makes extensive use of LIEs. Otherwise LIEs can't be stacked into blender udims.

    https://github.com/Diffeomorphic/import_daz

    https://github.com/Diffeomorphic/import_daz/issues/22

    https://www.daz3d.com/lie-baker

  • DrGonzo62DrGonzo62 Posts: 402
    12:30PM

    Thanks Padone.
    I'll take a look. UDIMs are still pretty mysterious to me, but at least they are a workaround for that bleeding issue.

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