Can anybody explain geo shell?
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There are a lot of products e.g. anatomical elements around now using geo shells. What are those geo shells, how do they work, why are they giving black artefacts in renders and how to avoid this? Thank you.
Post edited by Masterstroke on
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A Geometry Shell is a clone of the mesh, but unlike an instance it has it's own surfae settings and can be modified with a Push Modifier to give an offset. Sometimes they are used to provide a second layer (e.g. for wet effects) or they can be used to mask a transition (as with the anatomical elements or other add-on body parts).
Are the black artefacts coming from a compleets et, or are you mixing two different things (wet skin and anatomical elements, for example)?
Thank you Richard. :-) I fixed that problem by chance. Instancing Optimization has to be set to speed, not memory.
I need a bit more info my self. Can Geo Shells surfaces be set up like a costume with newly created surfaces? I tried this and it crashed DAZ Studio so perhaps that's a no no!
No, the GeoShel has the same geometry as the master item so you can't regroup it. Trying shouldn't cause a crash, though, so please report that.
Interesting. Be nice if DAZ could write the shell code to allow for new surface zones to be assigned to it.
I'll tell you what I would make work with Geoshells. Clothing >>> different layers for underwear and outer clothing of just to fix minor pokethru and add instances of collision to keep clothes from showing thru.
As a matter of fact you can create new surfaces by means of the Geometry Editor tool, just select the facets, assign a new surface from the selecction, then create a Geo shell, set a material and that's it. The Geo Shell keeps the same surfaces as the original figure.
On the sample I created a new surface Belly-1 and used car paint shader.
Yea, that the route I went and then DS crashed.