HD mesh materials issue

Issue #63 resolved
Noname created an issue

I know this HD import is new and experimental but it seams like it’s working nicely, not all of it.

So I have G3F Lilith character in file with geographs (genitals).

After import with HD I see HD mesh (and duplicates meshes for accessories i.e. earrings etc.) and materials are messed up.

Upon closer inspection this is what I found out:

  1. base mesh has geographs as separate object while HD version has merged geographs
  2. UV seams to be preserved on HD model but now because that geograph is merged it overlap with, in this case, face UVs
  3. HD version has now incorrectly assigned materials, could be due to merged geographs (gens) but fixing it manually (by just assigning correct materials for body parts) seams to work fine.
  4. HD version gens don’t have material assigned
  5. HD version don’t have any vertex groups

Now I’m working on materials copy from gens mesh into HD character mesh with gens merged.

Just to clarify things, I’m new to Blender although not new to 3d software, so maybe my explanation is not correct in blender terms or maybe it’s already doable.

Any input more then welcome.

Best regards

As usual great job with this add-on !

Comments (7)

  1. Thomas Larsson repo owner
    1. Daz has decided that. The HD exporter exports whatever is the cached geometry in DS. If you export an obj file from DS you get the same result.
    2. Same as 1.
    3. This is a bug. There is a geograft mesh in addition to the merged geograft in the main mesh, and that mesh has the extra materials. The only tricky thing will be to add the extra materials in the right order.
    4. Same as 3.
    5. Do we want really vertex groups? They must be exported separately and will further increase the file size of the dbz file. If you are going to use the HD mesh for baking normal maps, vertex groups are not really necessary. Neither are materials, of course, but they don’t take up any space.

  2. Noname reporter

    Regarding vertex groups - initially I thought about physics animation but then probably more sane way would be to use base mesh instead of HD for performance reasons.

    Indeed currently I don’t see any use case for vertex groups.

  3. Thomas Larsson repo owner

    Finally I got around to fix this. The fix is not perfect, because there will be problems with multiple instances of the same character with different geografts. But this seems as such an esotheric case that it can perhaps be ignored.

  4. Noname reporter

    Tested only on G8F characters, I do load only one at a time, and:

    • when character has geografts (in my case golden palace and headlights) torso texture is incorrect
    • when character doesn’t have any geografts HD mesh textures are OK

  5. Thomas Larsson repo owner

    It might work now. You need to export the dbz file again, because information about the material groups has been added to it. I have tested with G8F, futalicious and roasty, which is a rather nasty test.

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