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

Diffeomorphic - Blender Shaders conflicting with Geoshells

CozyCozy Posts: 17
January 24 in Blender Discussion

I've been working on shader nodes for skin moisture in Blender but have encountered an issue for materials/body parts with Geoshells/Geoshell driven materials. I've tried mixing the BSDF outputs of the wetness shader and the geoshell driver without success.

Does anyone have a solution to this? Is there a way to bake the geoshell to the material since the driver seems to override everything/not be mixable?

Comments

  • CozyCozy Posts: 17
    January 25

    I just realized the geoshell is its own shader node group, and I'll fiddle around with that. However, if anyone has solutions without needed to edit the native daz/diffeomorphic shader, please let me know!

  • PadonePadone Posts: 3,995
    January 25

    In general a refractive shell will need its own geometry layer, that is needed to correctly compute refraction over the underlying surface. However diffeomorphic does some tricks and approximations to get a refractive shell with a simple material layer.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/558/refractive-shells-dont-work-and-solution

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