shell bug

Issue #379 resolved
Alessandro Padovani created an issue

daz studio 4.15, blender 2.91, commit 70dec56

I tried overlayed shells and I get odd results. Below an example there’s a G1F with a blue shell over a red shell. I exaggerated the shell offsets to better show the overlays. The red shell is white in blender. Test scene shell.duf included.

Also as reported in #373 I can’t get what the shell influence and displacement nodes are for. Since influence should be the shell opacity, and displacement is the shell offset that should be the mix order since we don’t use real geometry for the shell.

Below what I get with the test scene if I activate displacement in cycles. That is, it seems to me an odd use of displacement. But it may very well be that I miss something about what the shell displacement is intended for.

Comments (7)

  1. Thomas Larsson repo owner

    The plugin finds the purple material now. I hadn’t enabled the displacement settings before, so I had never seen what is was doing. Since it doesn’t look anything like in DS, it should probably be removed altogether.

  2. Alessandro Padovani reporter

    Commit 46c9b90 works better. I agree the displacement is unuseful. As for the principled option, there’s the unconnected gamma node as reported in #373. And I don’t understand what the multiply node for the influence channel is for, since influence should just be the daz opacity channel as it seems to me.

  3. Thomas Larsson repo owner

    The gamma should be gone now. As for the influence, it is for dynamically turning shells on and off, similar to toggling the visibility of clothes. You can control the visibility of shells for selected meshes in the Visibility panel. Even if a shell is spread out as node groups in many materials, you can toggle the influence of all of them from there.

  4. Thomas Larsson repo owner

    Btw, displacement is back for shells, but only if the shell defines a displacement map in DS. This does not quite work for overlapping shells with displacement, or if the base material has displacement, but that seems to be a very unusual situation.

    Oddly enough, I had to make the displacement strength negative to make displacement go outward. But this has nothing to do with shells, since a displacment map in the base material behaves the same way.

  5. Alessandro Padovani reporter

    Thank you for the explanation about influence now I got it. As for displacement we must be aware that shells in daz studio are separate geometries as shown above, so the result will not be the same. That said if the shell is close enough to the body, as is the usual case, then it should be fine.

    Commit 21fca95 seems to work fine for me, marking as resolved.

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