New Subdivision Surface Modifier Option with Blender 2.91.0

Issue #288 resolved
Donald Dade created an issue

I’m not sure how many people are aware, but even though Blender now uses OpenSubD (again), there were still appreciable differences between Daz Studio and Blender. With 2.91.0, Blender has added another option to the Subdivision Surface modifier, under the Advanced tab, “Use Limit Surface”.

I’ve found that not using this option results in a mesh in Blender closer to what one gets in Daz Studio, particularly preventing the character’s lips from parting away from each other.

This option is on by default, I propose that it be off by default.

Comments (8)

  1. Alessandro Padovani

    I agree with Donald that turning off “limit surface” is better. There are issues anyway since blender and daz seem to use a different subdivision. Below an example with the Mei Lin 8 figure. First daz studio then blender with and without “limit surface”.

    We see that the teeth are good in daz studio but not good in blender. This is not an issue with the base cage that is exported correctly at base resolution. It seems an issue with subdivision. A good way to fix this is to export the HD figure that will have the daz subdivision baked into the duf file.

    Test scene included.

    Mei Lin 8 in daz.

    Mei Lin 8 in blender, without “limit surface” she’s better, but not good enough anyway.

  2. Alessandro Padovani

    UPDATE

    The issue with the Mei Lin figure is due to the Mouth Realism HD morph, this is also why we can fix it with the HD export. If we turn off the HD morph then blender is good and without “limit surface” is even better. I’ll leave the above post there because it can be useful to others if they get an odd subdivision in blender.

  3. Alessandro Padovani

    Yes it is possible to export HD morphs as far as they are actor morphs. They get baked in the HD shape. It is not possible to export HD jcms or “animatable” HD morphs in general because multires doesn’t support HD morphs.

    If necessary you may export them as morphs for the HD geometry but then you have to rig it yourself, and it isn’t animation friendly at all.

    Also see #593 for more features.

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