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PhantasyMaster99  
#1 Posted : Thursday, May 2, 2024 2:49:24 AM(UTC)
PhantasyMaster99

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So I loaded GP like normal and happened to look closer and noticed that the coloration is off. Every color channel and map are the same, except the UVs. GP uses Default, while the character uses Base Multi UDM. I still not sure how the UVs interact. I played with the character's, but that was a complete disaster, while playing with GP's produced either no effect or another disaster. I have attached screenshots of the character without and with, and I did a spot render in case and even restarted Daz, all with the same results.Does anyone know if the UV's are even responsible, and if so, what UV should I be using with GP on a character with Base Multi UDM UVs ? Normally, I would just change the skin, but the skin and character are custom so I really want this to work.


Btw...Breastacular has the exact same issue.

Edited by user Thursday, May 2, 2024 2:57:07 AM(UTC)  | Reason: Not specified

PhantasyMaster99 attached the following image(s):
Without GP.jpg
With GP.jpg
TheBitterGent  
#2 Posted : Thursday, May 2, 2024 4:24:23 AM(UTC)
TheBitterGent

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It doesn't look like a UV issue.

First check in the Shells Surfaces that Volume Thin Wall is ON.

OR if you're using multiple grafts.
I don't know for sure if your having the exact same problem I am.
However, I'm encountering a very similar issue with shells when using multiple grafts.
Still testing to know the exact cause but seems like (DS4.22) when a Shell Fix is Run the surfaces from one shell surface data are duplicating on the other.

I seemingly wasn't able to access the surfaces to delete the unused surface selections.
Only workaround I found so far is to select the shell or opposition shell, then in Parameters/Shell/Visibility... (/Face Groups and /Surfaces) turn OFF all non related selections and surfaces.

Not deep enough into the coding yet to see if there's a way to script turning off all surfaces then turning only the needed ones back on.

Hope it Helps.


PS. If no Shells have been applied at all yet. Then its likely Uber vs PBR Shader. In which applying the correct/matching Shader to the graft and then rerun Mat Copy should fix.

Edited by user Thursday, May 2, 2024 4:32:38 AM(UTC)  | Reason: Not specified

Meipe  
#3 Posted : Thursday, May 2, 2024 5:31:34 AM(UTC)
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PhantasyMaster99  
#4 Posted : Thursday, May 2, 2024 8:58:53 PM(UTC)
PhantasyMaster99

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@Meipe
I did try restarting Daz and reloading, with no success. I did a spot render and there still is a visible seam - not something easily noticeable, but I think anyone interested in erotic art/porn would easily notice it.

@TheBitterGent
Just one graft - nothing but the basics at this point. As I was looking over the skin, I saw that instead of each surface (body, head, nails, etc.) having an individual thin film, I found the setting under the skin parameters. It is not enabled on GP - I don't know if it is picking up the Multi UDM setting, because I don't know enough about it. I don't even know how to tell if a surface is PBR or Uber, other than applying makeup and seeing it go wonky. I am unsure how to fix this, as there is not a Thin channel available on the GP surface and I have no clue how to get it there. Which kinda sucks as I paid for the character conversion and was (and still am) very satisfied with how the skin turned out.

The thin film was not enabled on either GP shell, but turning it on seemed to make no difference.

And yes, I have noticed that sometimes even if a surface opacity is set to 0 on a shell, it can still interact with other shells. At this point I have no shells other than the two GP shells and the graft, and I am still having issues.

I will happily try whatever you guys advise -- an afternoon spent doing searches on Google did not bear any fruit.
PhantasyMaster99  
#5 Posted : Friday, May 3, 2024 10:31:52 AM(UTC)
PhantasyMaster99

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I ran a full render with GP last night before bed, and there are no seams/off-coloration whatsoever - it looks perfect. I guess for some of these I'll just have to trust the engine's final result and not my eyes. The seams were showing even with a spot render. Thanks for your help; it seems to be solved. :-)
TheBitterGent  
#6 Posted : Friday, May 3, 2024 10:42:00 AM(UTC)
TheBitterGent

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The Thin Wall Im referring to is if applying a shell color preset (Majora, Minora). After applied, would be found by selecting a Shell in scene and Surfaces, the Shell's GPs surfaces, Volume/General/Thin Wall.

Uber is a simpler shader preset with like 7 shaders, if you see like 12 shaders Opacity, Makeup, Smoothing, Diffuse outside of base you're dealing with PBR (or 3dlight if really old object).

If it were UV the whole crotch graft border would be fubared. Thats why Im thinking shell.

With some character/generation converters additional shells are used but the shell isnt the "missing info" white.

Again there are some active face groups and surfaces on the shells which were likely an oversight and will shade the shells.

Looking at the pose Im wondering if its ambient occlusion value (extra/too much shadow from legs on a shell).

You can turn of shell visibility to narrow down which shell is causing the issue.

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