Geoshells don't work as materials anymore

Issue #1128 resolved
Maneki created an issue

At least the 2 latest dev versions seem not to work with geoshells as materials anymore.

Comments (16)

  1. Alessandro Padovani

    I can’t reproduce the issue here. Tried both diffuse and refractive shells and seem to work fine. Please provide a test scene as simple as possible.

  2. Alessandro Padovani

    If you can’t provide a test scene and/or describe the exact steps I’ll close as invalid since I can’t reproduce the issue here.

  3. Maneki reporter

    I pinned down the issue. It’s related to UV Maps. The UV input of the created geoshell node group seems to be broken in the newest version. I added manually a UV node and reconnected the maps of the geoshell and it works.

  4. Alessandro Padovani

    Did you update both the importer (blender side) and the exporter (daz side) ? This kind of issue happens when you’re using a old exporter with a new importer.

    What’s your exact addon version ?

  5. Maneki reporter

    I reinstalled the scripts in Daz but still the same issue. I did some further testing and I noticed that even though the product I’m using is a 8.1 product and it works in Daz Studio, it uses the genesis 8 female UV maps instead of the 8.1 UV. When I change it to 8.1 it works since that’s the active UV map on this character but shouldn’t it automatically load secondary UV maps when it’s different from the main one?

  6. Alessandro Padovani

    daz studio 4.15.0.30, blender 3.2.2, diffeomorphic 1.6.2.1152

    Ok I can reproduce the issue. It seems the uv map for the shell is not imported. Test scene provided usm.duf. It’s the ultimate skin moisture we already used to test refractive shells #558. In this case it is used on G81F. Please @Thomas let me know if you can work with this or I’ll manage to provide a test scene with standard content.

    https://www.renderotica.com/store/sku/62395_Ultimate-Skin-Moisture-CORE-G8F

    This is the skin moisture shell in daz studio where it uses the G8F uv map.

    We can see that in blender the G8F uv map is not imported so the shell can’t work.

    steps:

    1. import the test scene usm.duf

  7. Maneki reporter

    I checked the #1088 case again, it’s at least not UV map related because it just doesn’t create one geoshell as node group at all out of 2.

  8. Thomas Larsson repo owner

    The UV problem should be fixed in the latest commit. It only happens for G8 shells used by G81 characters and vice versa, I think, because for other meshes the vertex count is not compatible. So now the plugin uses the partner uv if the first one doesn’t exist.

  9. Alessandro Padovani

    @Thomas, I’m not sure you got the right fix. That is, in daz studio shells can have any kind of custom uv, they’re not “forced“ to use the figure uv. So you don’t have to use “the partner uv“, but you have to use the exact shell uv name specified in the material editor, as shown above, that in this case is the G8F uv “base female“, but it could be any other uv set.

    Let me know if I misunderstood the fix, if you’re getting the shell uv name then it’s ok.

    edit. Also different shell materials could use different uv sets, though this is not usually the case. Thus each shell material may get its own uv map.

  10. Thomas Larsson repo owner

    OK, I think I got it now. If a shell uses a different uv map than the main mesh, the extra uv map is loaded too. To find the map the plugin looks both in the G8F and G8.1F directories.

  11. Maneki reporter

    I did a quick test and it seems to work. The “Base Female” UV got loaded and connected to the shell node group.

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