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

skin bug with facs

Another_dudeAnother_dude Posts: 10
May 10 in Blender Discussion

Salut, quelqu'un pourrait-il m'aider ? Lorsque j'utilise des curseurs facs et des expressions facs, j'obtiens cette déformation sur mon modèle G9.
Est-ce que je fais quelque chose de mal ?

 

Comments

  • PadonePadone Posts: 4,127
    May 10 edited May 10

    That looks like a multires propagation error, essentially multires can't always unsubdivide fine it's a known blender limitation. If this happens on posing then you can try to move the armature modifier last in the stack, see the discussion below.

    https://bitbucket.org/Diffeomorphic/import_daz/issues/2651/

    Another way is to avoid multires all together and convert HD to a displacement map, to be applied on the base resolution model.

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

    Another way is to add a little smoothing modifier last in the stack, eventually with a mask if you identify the problematic zones. This will reduce the spikes.

    note. Be sure to update to the latest 5.2 dev version as there's improvements to bake HD maps. You may also want to update blender to 5.1.1 that's more stable than 5.0.1. Or ideally for production it is best to use the latest LTS version, that's 4.5.9 now, until 5.2 comes out.

    https://github.com/Diffeomorphic/import_daz

    https://bitbucket.org/Diffeomorphic/import_daz/issues/2676/

     

    Post edited by Padone on May 10
  • Another_dudeAnother_dude Posts: 10
    May 10

    I'll try that, but the problem is that without using the HD model, the genitals are detached from the body. I haven't tried it that way, but it might look bad if I use modifiers on it, right?

    And I'm almost certain that multires isn't an issue here because I've disabled it. I baked my textures with Simplebake to get the effect of multires level 3, but without it, to make animations easier.

    Smoothing modifier last in the stack... I'm not sure I understand how to apply that to a specific area. Are you talking about a modifier on the entire body mesh, or am I misunderstanding?

    Regarding the Blender version, I tried the latest one, but I can't import a DAZ model into it; it crashes. That's why I'm sticking with version 5.0.1 for now.

  • PadonePadone Posts: 4,127
    May 11 edited May 11

    In general baking must be done before loading morphs, you bake the HD shape alone then use the HD maps on the base resolution alone. Otherwise tranferring morphs may go wrong depending on the distance between the base mesh and HD mesh, this may be what happens in your case.

    If you can explain the exact steps you do follow I may have other ideas what it can be. Instead of going blind. Otherwise here's what I'd do without Simplebake.

    steps:

    1. import HD without morphs and without merge geografts
    2. use the HD tools to bake multires
    3. apply multires
    4. load morphs and merge geografts

    p.s. Blender 5.1 needs the dev version 5.2 that's why it crashes, either way to eventually report bugs you have to update to dev first.

    p.s. However, multires works fine enough in general apart a few cases, if you can reference the specific figure and geograft I may be able to try it myself and let you know how it goes.

    Post edited by Padone on May 11
  • Another_dudeAnother_dude Posts: 10
    May 11 edited May 12

    I'm not sure I understand, but I did my baking directly after importing my model into Blender without touching anything else beforehand.

     

    So I imported the model, deleted the base model and the genitals, baked the HD model on itself with a simple bake (multires was set to 3 for baking), and then disabled multires. I started playing with the sliders after these steps.

     

    I'll give you my file; it might be easier to see the mistakes I made. I'm learning everything as I go and I'm having trouble understanding all the techniques you're asking me to describe.

    Post edited by Another_dude on May 12
  • PadonePadone Posts: 4,127
    May 12 edited May 12

    Please remove your link we're not allowed to share blender files of DAZ content because of the DAZ EULA. Plus the blender file doesn't help much apart showing the issue, but we don't know how it originates by the blender file. Eventually you can share the duf file with reference to the used assets. A couple questions.

    Does this happen to you with any G9 character or is it only that specific character having this issue ?

    Do FACS work fine before baking ?

    p.s. If you're new to this, perhaps it is better if you tell what you're trying to achieve, so I can give you instructions, rather than trying to understand what you do wrong.

    Post edited by Padone on May 12
  • Another_dudeAnother_dude Posts: 10
    May 12 edited May 12
    Sorry for my mistake, I deleted it. I'd have to try again to be 100% sure, but I'm having these issues with all my G9 characters. Can I post a Mega link for the DUF file? As soon as I can, I'll try playing with the factions before baking, then create a new G9 character and import it. My goal is to try to make the most realistic model possible.
    Post edited by Another_dude on May 12
  • Another_dudeAnother_dude Posts: 10
    May 12
    My goal is to try to make the most realistic model possible.
  • Another_dudeAnother_dude Posts: 10
    May 12

    I just remembered that I also converted the basic DAZ rig to an MHX rig.

    I tried adjusting the sliders before baking, and on a basic G9 model, there are no issues before the MHX rig.

    Same after the MHX rig, no problems at all.

    Capture1.PNG
    2207 x 1018 - 981K
  • PadonePadone Posts: 4,127
    May 13 edited May 13

    I'm confused, you said you have this issues with all your G9 characters. So it works fine now ?

    p.s. However, I'd bake before MHX conversion. That is, we suppose the figure is done with morphs and everything, then converting to MHX or rigify is always the very last step. This is also why it is good to backup the daz rig version, should you decide to add more morphs or change anything you do it with the daz rig, not with MHX.

    p.s. Also, using the sliders or posing the figure before baking may not be good. That is, one main advantage of baking, is to avoid the multires spikes on posing, as noted in my first comment. But if you pose then you also bake the spikes, eventually, so use caution. To avoid the multires propagation errors it is better to always bake in rest pose.

    Post edited by Padone on May 13
  • Another_dudeAnother_dude Posts: 10
    May 13
    I had this problem with all my models, but I think I had an issue with my import settings. Now, it seems to work with any model (the models are completely unmodified; they're the stock Genesis 9). Only mine is having problems. Regarding baking, I do it before converting the rig and before any animation or pose modification to the character, for convenience. Importing and baking are the most time-consuming phases without having to touch the computer.
  • Another_dudeAnother_dude Posts: 10
    May 13

    Okay, so I tried a couple of things after work, I think it was mainly due to the number of clothes, quite simply... I'll try to bake it tomorrow to see, but right now, from importing my model to converting it to an MHX rig, it seems to be working fine.

  • Another_dudeAnother_dude Posts: 10
    6:50AM

    After a few tests this morning, I noticed that it's the HD model that has a distortion issue around the eyes and mouth... however, the basic model doesn't have this problem, but the issue is with the genitals where the rendering isn't good because it overlaps the model.

    22.PNG
    1505 x 1179 - 616K
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