Poke through after transfer?
brainmuffin
Posts: 1,204
The base model in Studio is Shan HD. The first image is rendered in Studio with an HDRI as a light. Notice there is no poke through in the leg. The second image is Blender after a Diffeo transfer. Now there is poke through in the leg. Do I need to apply the morph again after transfer?
Shan-02-Full-01 copy.png
1920 x 1080 - 1M
Shan-02-Full-01-A.png
1920 x 1080 - 1M
Post edited by brainmuffin on
Comments
The shorts in studio are probably using collision in smoothing. That don't transfer over. One of the reasons my workflow uses sagan mesh exports, with that mesh it comes over. In blender, you can add a shrinkwrap modifier, it will do similar, but will only really look good with skintight stuff. Or it's possible I am just not using the modifier correctly when I tried it.
You have to transfer jcms to the outfit. Also if the figure uses a smooth modifier you have to use a shrinkwrap in blender. Then the HD exporter bakes shapes better. The reason is that the standard exporter tries to use the original daz base mesh but there's some difference between the daz and blender subdivision.
edit. Also the HD exporter bakes the daz smoothing modifier, while the base exporter doesn't.
Don't forget Blender is a 3d editing suite. You can -
* apply a shrinkwrap modifier from clothing to character
* go into edit mode, turn on proportional editing, and grab the vertices to move them where you want.
* go into sculpt mode, select the grab tool, adjust the size, and move the vertices where you want.
There are probably some additional ways but I personally prefer sculpt mode. So much can be accomplished with only the grab and smooth tools.
Thanks for the feedback. Looks like I have more research to do. The words are familiar, but I don't understand.
I added a shrinkwrap and can remove the poke through that way, but the contours of the shorts are lost that way. Trying something else.
Sculpt mode on the shorts. Looks ok.
Poke through is gone. Looks great!