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No you don't have to... Eyes have nothing to do with UV but just wrapping process as well as the result. You can easily remove eyes and mouth Materials with the node of SelectPolygons.
Ok I will keep it in mind from now on. I will remove the texture screenshot.
We just added SelectPolygons node to avoid intersection / clipping issue when wrapping. The graph can give more optimal results in most cases. We even didn't set anything in PointPairs.
Then with Brush node, nearly all the mesh issue can be fixed.
I attached the project file in here. You can try with it at will ~
I fixed it. Read the above comments. The only problem now is that the eyelids section as a weird line as if somepart of the fast wrapping mesh is colliding with g9 figure.
The workflow isn't working like the one I made as well. Every node under g8.1 f and ttco is marked with the danger sign.
Invalid input geometry is the error. I used Genesis 8.1 female with the uv pose. Can this be the issue?
Eyelids are clipping into each other as the figure is 8.1. As the Uv pose with 8 works fine.
I remember I ever emphasized in the linked discussion thread : use G8.1F with High Resolution as the floating geometry so as to assure the quality of wrapping as well as the texture conversion ~~
In your screenshot, obviously you just imported a G8.1F with Base resolution...
Edit: Since you're not wrapping G9 for making G8F a morph other than converting texture maps from G9 > G8, so you don't have to use Base resolution... Instead, import G8.1F Dev Load (default SubD : 2) and G9 Dev Load (default SubD : 1). You can check my screenshot above, the wrapped figure has high quality mesh as well as textures with the settings.
If importing the mesh with correct SubD, you won't see the errors with exclamation in the graph ~~