Geometry and surface editing - help please!
So this may be an obvious answer but I'm struggling to find it!
Basically whenever I modify the geometry of an object, I'm aware that to keep those changes I have to delete hidden polygons for example, as they will just become visible again upon reloading.
However, why does this not only modify the object in the scene, but the actual product itself too? So that if I then loaded that product again, it will have the same deleted geometry as the one already in the scene. The only way I've found that fixes this is by reinstalling the product. If not, the geometry of the object will always be the modified one and not the original.
Is there something I'm missing here?
Also, a bigger issue for me at the moment is surface editing. So I split the geometry of some strand based hair that I made into 2 groups so that I could apply shaders to them indepentantly. However, whenever I reload the scene, it just reverts back to the unedited surfaces, and my created groups have gone :/ Is there something that I need to do to save these changes?
Would appreciate any help or suggestions!
Thankyou
Comments
Did you save it after editing it?
I saved it as a scene. Is there any other way I need to save it?
When you say you saved it as a scene, are you trying to reload the object from the original icon under categories or as the scene?
Depending on what the item is would depend on how you should save it.
The most likely is that you need to save it as a figure or a prop.
In this case you would go to File/Save As/Support Asset/Figure/Prop Assets
If you save it with a distinctive name so you don't override the original item it should allow you the choice of loading either the original or your edited version.
So basically I edit the surfaces of the strand based hair on my custom character, then I save it as a scene subset (which I do for all my characters), but upon reloading that scene subset, the changes I made to the strand based hair have not saved and reverted back to normal.
Should I save the strand based hair with the changes made as a seperate object, then load that object onto the character and then save it as a scene subset?
Unless you deliberately save it as a new asset with a new name then any changes made to an asset will affect all such assets in the current scene. There is only the one instance of the asset at any time. If you want to hide part of only oen you need to do it in a way that is controllable - e.g. make a new Surface and make it transparent (but that will break materials, you will have to copy/paste settings to the new surfaces after applying a new preset) or for a figure make it a group, add a new bone to the figure with the Joint editor, and in the Tool Settings pane make the group you want to be able to hide the selection group for bone - you can then togle the bone's visibility.
Okay...for starters I know very little about strand based hair. I do know that some people export it as an object and the reimport it and save in the way I suggested.
So am I right in thinking you want to be able to reuse the strand based hair as an item within DS?
Maybe have a look at this thread https://www.daz3d.com/forums/discussion/464321/strand-based-hair#:~:text=Just drag it to the,saved like any other wearable.