Daz to Blender HD morphs
Hi everyone,
I've recently gotten into Daz (it's been really fun learning a lot of new things). I'm trying to add HD navel morphs to my G9 model. The morph looks best at viewport subdivision level 3. What would be the best way to export this into Blender using the Diffeomorphic addon?
I've tried exporting normally, but the morph doesn't appear. If I export with the HD checkbox (without HD convention) checked, it just creates two models in Blender that look identical-and neither has the HD navel morphs(nor do they have MultiResolution modifier).
I've read through many of the Diffeomorphic addon explanations on this topic, but most of them are outdated and werent clear enough atleast for me.
I'd really appreciate any help, especially step-by-step guide, so that I can always revist it. if possible. Thanks in advance!
Sorry, I'm sure this has been asked countless times.

Comments
In diffeomorphic, the HD details don't appear in the viewport for performance reasons, they're visible in render though. If you want to see the HD details in the viewport then be sure to turn off simplify, then go to the multires modifier and increase the viewport subdivision. Beware that the viewport becomes slow with a high level of subdivision, posing the figure also becomes slow.
p.s. Yes, this has been asked a lot.
What you get depends on the global settings, specifically, "keep base meshes" must be disabled if you only want the HD version. Personally I don't import the base meshes, some people may find them useful that's why they are provided as an option.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Global/Meshes
Thank you for all your help, Padone. I really appreciate it. I just have one last question, specifically about textures.
When I import textures using the EEVEE settings, the characters’ skin always looks very red and worse overall. I know that switching to Cycles fixes the issue, especially when I import Diffeo with Cycles textures.
I was wondering if there’s a setting or some kind of solution for this. You’ve clearly been doing this much longer than I have. I know building the nodes from scratch is the obvious solution, but I was wondering if you might have a better approach.