Geometry errors on Futalicious with HD import.

Issue #623 closed
Indulge Me created an issue

Forgive me if I'm not asking this question in the correct manner or place (or if a NSFW submission is against the rules), but this is my first time doing such a thing here. With Blender 2.93.1 and Diffeo 1.6.0.0481, a Genesis 3 character with Futalicious graft, I took the following steps:

  1. Characterise in Daz
  2. Save .duf
  3. Geometry Editor mode
  4. Set resolution to 2 on base mesh and graft
  5. Export HD
  6. Blender Import Daz

Here is the result:

https://i.imgur.com/Rk7NLE3.png

What did I do wrong?

Comments (6)

  1. Alessandro Padovani

    you need to set the resolution before entering the geometry editor, that’s steps 1 4 2 3 5 6

  2. Indulge Me reporter

    Thanks Alessandro. The figure’s resolution is set to 2 on both mesh and graft before entering geometry editor mode. When I enter geometry editor mode, the figure remains at 2 (as seen using lit wireframe), but the graft seems to be base resolution, despite saying 2 on the resolution slider. If I then move the resolution slider to 1 and back to 2, I can see the mesh resolution change to what it should be. I get the vertex weight (I assume it’s weight map error) error in this manner.

  3. Alessandro Padovani

    This is already reported in #382 and can’t be fixed. It is a bug in the blender multires implementation that doesn’t work fine with some geometries. That said futaliciuos is not HD so it will blend in at base resolution with multires.

    Do not change anything when you’re inside the geometry editor. Just export.

  4. engetudouiti

    Though I do not test much HD but at least I think the step 4 is important. (I simply recommended Thomas to use geometry editor option just to keep each mesh separate and generate as default, so do not remember detail though)

    Then I know how it work. If you do not set graft item resolution level as same as character body, with geometry editor ON, daz studio return mesh sub-D as current each mesh setting . with geometry editor Off (when we pose or render) the graft part sub-D (as merged) controlled by the character mesh setting. (daz made so then user not need to manually change sub-D for graft item ,it auto sub-D corerspond with character mesh sub-D setting)

    At least Thomas described so (recommend to set sub-D for graft item = base mesh) I remember. and I think it must need. (though do not think it solve OP issue) at that time.

    Though do not know, now add on auto set it correctly etc. (I do not test much with HD)

    https://diffeomorphic.blogspot.com/2020/09/hd-meshes-and-geografts-revisited.html

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