Unusual materials on imported 8.1.

Issue #1447 resolved
Indulge Me created an issue

I have an 8.1 female character using Exnem Skin Type 1 for Genesis 8.1 Female. When I import the character the skin looks like this:

If I save out that material in Daz and apply it to a standard Genesis 8.1 female, I get this:

So I guess at least the torso diffuse is showing. On the top character I checked the shader and the diffuse map is there in the channel. Something is eating it on its way to final pixel colour though. I don’t know what. In both cases something is very wrong with the gloss I think, at least. The difference between the two characters is one has a genital attachment (the top one), though these imports wasn’t “easy”, it was standard, and no further options were yet chosen.

Did I boo-boo, or is this some kind of corner case?

Comments (12)

  1. Alessandro Padovani

    daz studio 4.21.0.5, blender 3.4.1, diffeomorphic 1.7.0.1466

    The daz top coat is only partially supported because of the complex options available, so any material using top coat "extensively" is expected to be fixed by hand, even in bsdf mode. There are suggestions for improvements in #1069 but the equations don't work fine so it is needed some more study and tests.

    That said in this case there's a bug. The top coat factors are ignored by the plugin, I guess this bug was introduced with the daz color effect.

    bug for @Thomas. I provided a test scene topcoat.duf for you to check. It's a sphere with top coat. Below there's how it should come out. In reference to #1069 we actually support the reflectivity and fresnel modes, and revert unsupported modes to 0.5 reflectivity. The plugin actually misses the fac factor.

    edit. Corrected the implementation picture below where the original fac is the input for the color effect.

    # reflectivity mode
    fac = 0.05 * top coat weight * reflectivity
    

  2. Thomas Larsson repo owner

    Fixed in last commit. We multiply the output of a texture node or a group, but we must also do it for gamma nodes that convert from srgb to non-color.

  3. Alessandro Padovani

    Commit eb4dd0c works great thank you Thomas for the fast fix. This should resolve the issue with Exnem, if @Indulge Me can confirm we can close as resolved.

  4. Indulge Me reporter

    A definite improvement, however the torso is still missing. I don’t understand to be honest. The torso isn’t missing when I used this material on vanilla Genesis 8.1 Female.

  5. Alessandro Padovani

    That can be a issue with the geograft shell since G8 and G81 have different names for the torso material. You have to fix the shell in daz studio because blender only imports surfaces visibility, not face groups visibility. Or just delete the shell for the torso in blender if it is imported wrong.

    If it is the shell you will see that it works fine without geografts.

  6. Indulge Me reporter

    Err, the what? Not entirely clear to me what I need to do in Daz to fix it. It’s Futalicious graft 8.1, on an 8.1.

  7. Indulge Me reporter

    Well, that was weird. “body” is turned on in the shell. Does nothing in Daz which is probably why I didn’t notice it.

  8. Alessandro Padovani

    Yes blender doesn’t import the face groups visibility, that’s what is used in daz studio in this case to hide the shell, and why it doesn’t work in blender. This is not a bug, it is a known limitation because we import shells as materials so only the surfaces visibility can work.

    Just delete the “body“ shell in blender.

    Or turn off the “body” surface visibility in daz studio.

  9. Indulge Me reporter

    OK, it works. I turned off “body” (there are two in that list, both were on for some reason). Imports fine now. She’s looking good Vern… (skin looks a bit yellow and hair needs work, but I can tweak those)…. I guess you can close this one out. Thanks all.

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