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

[Diffeo] Texture broken problem with clothes HD mesh

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

This is an issue with 'Changing Outfits'.

https://diffeomorphic.blogspot.com/2021/07/changing-outfits.html

I've only imported the clothes to make things clear.
Clothing : dForce Step It Up Outfit for Genesis 8 Female(s)
Export Conditions : Sub2, Export HD


The base mesh was fine (image 1), but the texture of the HD mesh was broken like a chessboard and the UVs were weird.
(image 2)


I copied the UVs of the base mesh to the HD mesh to fix this problem.
It seems to be correct overall, but in close-up, each square mesh is rotated.
(image 3)


There was no such problem with the figure's HD mesh.
Please help.

Post edited by acdum1857 on October 2021

Comments

  • Krys KryngleKrys Kryngle Posts: 278
    October 2021

    Not sure what the solution is but I'm curious as to the reason for exporting clothing with 2 subdivisions versus exporting clothing at base resolution and adding a sub2 modifier in blender?

  • PadonePadone Posts: 3,021
    October 2021

    reported, thank you for testing

    https://bitbucket.org/Diffeomorphic/import_daz/issues/733/bad-hd-mesh

  • acdum1857acdum1857 Posts: 105
    October 2021 edited October 2021

    Krys Kryngle said:

    Not sure what the solution is but I'm curious as to the reason for exporting clothing with 2 subdivisions versus exporting clothing at base resolution and adding a sub2 modifier in blender?


    The HD mesh of clothes and figures has a Multires modifier and the base mesh has a Sub-surf modifier.


    Increasing the sub-surf level does not increase the sculpt resolution.
    This is a problem because it doesn't stroke in detail.


    Why not just remove Sub-surf and add Multires?
    Daz and Blender handle edges differently, so the divide results are also different.
    The image below is the difference. (Left: Original / Right: Add Multires after removing Sub-surf)


    Clothing may be less important in detail than a human face, but this could be an issue in some way in later works, 
    so I think it's important to preserve the original Daz model.

    T1.jpg
    704 x 189 - 35K
    Post edited by acdum1857 on October 2021
  • PadonePadone Posts: 3,021
    October 2021

    @acdum1857 That is true only if the daz figure uses HD morphs, as in your teeth example. That's often the case with G8 figures. In that case you export as HD and the baked shape is converted to multires so you don't lose details. If the figure doesn't use HD morphs this is not necessary and you can export as subd.

    As for subdivision, blender and daz use the same method and hard edges are also supported.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/593/subdivision-algorithm

  • acdum1857acdum1857 Posts: 105
    October 2021

    Padone said:

    @acdum1857 That is true only if the daz figure uses HD morphs, as in your teeth example. That's often the case with G8 figures. In that case you export as HD and the baked shape is converted to multires so you don't lose details. If the figure doesn't use HD morphs this is not necessary and you can export as subd.

    As for subdivision, blender and daz use the same method and hard edges are also supported.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/593/subdivision-algorithm

    The tooth images are both from Blender.
    Yes, the details of the figure HD mesh are well preserved.
    I don't use the HD Add-On morphs and export only the sub-levels incremented.

    In my tests, the basemesh with sub-surf and the basemesh with Multires added after removing the sub-surf were slightly different.
    (not just teeth, but overall)

    From what you're saying, it seems like this is a difference between Sub-surf and Multires, not a difference in divide between Daz and Blender.

     

  • PadonePadone Posts: 3,021
    October 2021

    Yes of course the multires base mesh is different from the subd base mesh. This is because the multires base mesh is derived from the HD geometry and also works differently from subd. This is the same both in blender and daz though, when we get HD figures. And this doesn't mean that blender and daz get different subds. Also has nothing to do with what I was commenting before it's another thing entirely on its own.

    Some better explanation is below.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/191/possible-speedup-for-the-hd-exporter

  • acdum1857acdum1857 Posts: 105
    October 2021 edited October 2021

    Thanks for the link. There's been a lot of discussion.
    I got a better understanding of two kinds of export and mesh subdivision method.
    I'll take some time to read more.

    Post edited by acdum1857 on October 2021
  • Krys KryngleKrys Kryngle Posts: 278
    October 2021

    Regarding the teeth - there is a 'mouth realism' or 'HD mouth realism' (or something like that) morph in DAZ that caused the same issue for me (rounding off the teeth).  I think it is hidden and I have no idea how it got set to 100%, but when I turned it off and exported my character to blender, no more round teeth!  That really drove me nuts for a while.  I tried adding sharp edges and sculpting and whatnot.  I finally bit the bullet and searched the daz forums, as painful as that was, and found the solution.  Hope it helps.  :)

  • PadonePadone Posts: 3,021
    October 2021

    Yes, if you use "mouth HD" (or any other HD morph), then you have to export as HD to get the same as daz. If you don't use HD morphs then you can export as subd. To check the currently used morphs there's the parameters tag about it.

    used.jpg
    240 x 144 - 12K
  • acdum1857acdum1857 Posts: 105
    October 2021

    Krys Kryngle said:

    Regarding the teeth - there is a 'mouth realism' or 'HD mouth realism' (or something like that) morph in DAZ that caused the same issue for me (rounding off the teeth).  I think it is hidden and I have no idea how it got set to 100%, but when I turned it off and exported my character to blender, no more round teeth!  That really drove me nuts for a while.  I tried adding sharp edges and sculpting and whatnot.  I finally bit the bullet and searched the daz forums, as painful as that was, and found the solution.  Hope it helps.  :)


    I thought that the 'Mouth Realism HD' morph affects the tooth asymmetry, but I didn't know that it was the cause of the problem of round teeth in Sub0.
    Thanks for the tip. smiley 

  • PadonePadone Posts: 3,021
    October 2021 edited October 2021

    @acdum1857 Thomas found the reason why multires doesn't always work. It happens when the daz base mesh gets triangles. In this case you can't export as HD and you have to export as subd. So as a rule of thumb we have to export to HD only real HD figures, and as subd the subdivided figures.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/733/bad-hd-mesh

    Post edited by Padone on October 2021
  • acdum1857acdum1857 Posts: 105
    October 2021 edited October 2021

    Padone

    I am glad that the cause was found sooner than expected.

    As you know, most of the clothes are made by Marvelous Designer and have a lot of triangles, unlike figures.

    Triangles are really...always a headache in modeling.

    I exported the clothes to subd, removed the sub-surf modifier and added the multires modifier for sculpting.

    There is nothing wrong with UV and texture.

    I'm satisfied. Thanks for finding the cause quickly Thomas, Padon.yes

     

    Post edited by acdum1857 on October 2021
  • PadonePadone Posts: 3,021
    October 2021

    Yes you can always subdivide with multires that works fine. What doesn't work is un-subdivide when the original base mesh gets triangles.

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