<<BSDF (Cycles Only)>> Shader not working properly in the latest Dev version

Issue #1365 resolved
Rob Inters created an issue

Hello, Thomas and Alessandro. I believe I discovered a bug with <<BSDF (Cycles Only)>> in the latest Dev version.

The problem is that some parts of <<NGV8 Geograft>> are now white (see screenshot below)

Steps to reproduce:

Blender 3.2.2

Diffeomorphic 1.7.0.1396

Workflow in Daz Studio:

1- Load 8.1 Basic Female

2- Attach <<NGV8 Geograft>>

Workflow in Blender:

1- <<Import DAZ>> with <<BSDF (Cycles Only)>> Material Method

2- Render

I also tested it with Blender 3.3.2 and Diffeomorphic 1.7.0.1383 and everything works fine, so it must be related to the new Dev version.

Comments (12)

  1. Alessandro Padovani

    I can confirm the issue, it is because the plugin doesn’t import the geograft uv, it only imports the shell uv. This seems a regression since this bug was fixed already in #1343.

  2. Thomas Larsson repo owner

    Fixed in last commit. The problem with NGV8 is that the active uv map is not the background body uv map, so texture coordinate nodes could not be used in the genitals materials.

  3. Rob Inters reporter

    I just tested it out and it works great again, thank you very much Thomas and Alessandro.

  4. Alessandro Padovani

    Nope, commit 2a942fb doesn’t work fine though the rendering is ok.

    As for the active uv map I’m not sure what you mean since geografts never use the “background” body uv map unless we merge uvs, that is usual. Now the missing geograft uv map is imported fine that was the reason why the material didn’t work. But the shell materials are not good we have a regression from #1337.

    If we don’t merge uvs then we get a “deafult uvs“ unconnected node that’s not pruned.

    If we merge uvs then the active uv map is used for the textures as usual, so the texture coordinate node is not necessary since it’s the default for textures as #1337.

  5. Thomas Larsson repo owner

    Those are not strictly speaking bugs, since they don’t affect rendering and could be fixed with the Prune Node Tree button in the advanced material panel. Anyway, in the last commit the node trees are pruned automatically after geografts are merged.

  6. Alessandro Padovani

    bug. As for commit 34433a6 the ngv8 geograft imports with no shell. Also I’d suggest to always make the geograft uv map the active one and first in the list, then let the shells uv maps as secondary. This is important to optimize texture coordinate.

  7. Thomas Larsson repo owner

    Sorry, but I didn’t get that. The geograft shell isn’t lost here, no matter how I change the settings.

    I don’t think making the geograft uv set active is a good idea. That the shell uv set is active seems backwards, but the PA made it that way (it is called default_uv_set in the dsf file) and it is not the task of an importer to change that.

  8. Alessandro Padovani

    Commit 49b44c6 works great.

    As for the setting causing the shell to disappear it’s “material by index“, that I don’t use myself but forgot checked from #1367. I’m also including a test scene just in case. Let me know if you care since this setting is useful only for miku miku dance that doesn’t use shells. Otherwise I’ll mark as resolved.

    p.s. As for the active uv once we merge the geografts it doesn’t matter anymore so it’s ok.

  9. Thomas Larsson repo owner

    Fixed in last commit, although it is a combination that probably nobody should use.

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