Morph-based texture tearing
DarkSpartan
Posts: 1,096
Okay, I have a morph kit for an asian characterthat's most decidedly creating a problem
Here's the face on the morph...
And here's a closeup of the problem:
This isn't the first time I've seen this (I have a few others with the same issues), but it's really getting old now. I even tried switching eye packs to try and solve it (no dice). Can anyone suggest a fix that doesn't involve destroying the morph in question, or am I going to have to rebuild it? I'm reasonably sure the all the morphs in question are converted G3F critters, but I can't say for 100% certainty.
MitsukiPromoFace.png
1000 x 1300 - 2M
MitsukiPromoEyeError.png
1000 x 1300 - 3M
Post edited by Chohole on
Comments
I also tested it with the basic G8F materials, and no dice. Disabling the head morph removed the error.
One can make a little eye morph to put a little more space between the 2 layers of mesh there -- it's not a tear but an intersection of 2 meshes {I suspect}.
If you check on the Parameters under Eyes, you may already have some eye morphs for bulges or something.
Looks like that might be it.
As it happens, I had a morph as part of an MR-permitted kit for raised corneas that killed the problem when dialed all the way up. Hopefully, I can re-export the head by itself and get it to behave properly (I've had no luck whatsoever with the cutting-the-head-off thing on G8F. Still works for G3, funnily enough). Either way, I'm going to have to re-sort it, either as a set of all-or-nothing shapes, or beg and plead until someone can tell me wtf I'm doing wrong/what changed to make Genesis 8 so bloody stubborn.
What method did you use to transfer ? Did you forget to delete the eyelashes on G8 in one of the preparation steps ?
I did the usual, including removing eyelashes, taking it down to base, shutting off the sub-d, telling Studio to ignore the invisible nodes, exactly as I learned it working with G3. As for the transfer from G3 up, I used the character converter by RSSY. In fact, I remove anything attached to G8 before doing anything at all.
Adding to the issues, the cornea morph I found in the FWSA kit isn't being nice when exported to .obj-- no geometry match. So, time to do this the Not Great way, and rebuild the morphs from scratch strictly for G8F, and pray I can figure out what I'm doing wrong with the dformer so that their heads don't wind up wedged between their shoulder blades (characters being made are typically shorter than G8F's base. Most women aren't nearly six feet tall).
The usual black sclera issues related to floating point errors look different to this, this looks like a g3f iris edge poking through the sclera, but the g8f eyes have different geometries. Maybe it took the nearest points and did something with the g8f eye geometry.
In g3f the iris sits behind the sclera, and the pupil behind the iris, if g8f the are all joined together.
There is an iris corrective in the g3f, was this turned on or off? Could you correct the issue by turning off the limits for the corrective?
To fix it, your going to need an eye morph dialed in and resave the character morph with it dialed in.
I found a G8F corrective (the morph you saw is on the G8 platform), but I can't use it unless I can bake the corrective into place... Without requiring the rest of the universe to buy the kit with the corrective (Fred and Sabby would be thrilled, but let's not). The version that comes with Genesis 8 Female needs the limits turned off or it doesn't go quite far enough. Baking that one would get me in even worse trouble :P
That said, I wasn't aware that the geometry changed that much between G3F and G8F in the eyes.
I realise it's a g8 morph, but you said you converted it from g3, and the correctives in g3 might mess up the g8 eyes in the convertion, don't actually know though.
Why would turning the limits off and baking the daz corrective get you in trouble? Your making a character morph from the daz base geometry after all......... think about it. Overthinking the issue maybe?
I guess they changed the eyes for Iray to allow smoother tranistions between the scelra and iris, unfortunately the cornea refraction is all or nothing in iray so you still get a sharp line where it stops refracting. Stopped using daz eyes myself.
I misread your question, my apologies. I didn't use a G3 corrective, as I didn't need one.
As for baking in the G8F base's corrective, let's say DAZ rejects the affected character(s). Trying to sell it elsewhere would result in copyright issues.
Yes, I worry about that sort of thing. Tempting as it is to make new eyes, it seems to be more effort than it'd be worth.
Possibly you could make your own corrective morph and that you could either have as a separate morph with your character, or baked in with it?
Well maybe you actually did, for the conversion, who knows.
The copyright issues would apply to the base mesh as well?.
But anyway, if your that worried about it, take a 'before correction', and an 'after correction', screen shot of a closeup of the affected area in wireframe mode, use the geometry editor to turn everything off but the eyes. I'll guestimate a license free corrective morph for you that you can bake. Ideally it would be an .obj of the issue, but it's against the rules to share model data, or parts of.
Okay, then. Checked the G3F version (which was a train wreck), and figured out what I'd done to get the shape. From that, a new morph has been built. Not *quite* the same, but close enough that she's recognizable. I'll port her backwards later, but that did solve the eye texture problem. So... All's well that ends well. Once I get all the things sorted out, I'll put up a WIP for Mitsuki in the Commons ;)
Not that her hair fits quite right according to the mk I eyeball, but can't have everything.
Ok, chop the morphs together, you know how to delete vertices from a morph? Select by regions, groups and surfaces. Remove the eyes from one, remove everything but the eyes in the other, dial them both in, save as a new morph. You'll have to learn basic mesh editing with .obj in an external editor, it's 2 minutes work.
Here's the rebuilt look awaiting finalization:
Yes, those are the same G8F textures as before, with the exception of the eyes. I used a new kit for those.
Before anyone asks, yes, I still have the old ones.
Much better, yes :-)