Deformations between higher res HD Morph and Geograft figure need advise for better transition
Hello Everyone,
I have a question to see if someone may be able to share the answer.
When I have a geografted figure attached to a Genesis Figure, then I increase the mesh resolution of the Genesis Figure, there is a very noticeable seam that is just awful to look at. Being unable to enjoy high resolution characters from the DAZ Store with Geografted parts almost becomes a dealbreaker as any geografted prop will have a bad seam to work with.
Is there any way to improve this especially now that we have the Genesis 9 figure with the higher poly counts.
When looking at geografted props from DAZ first party like the Female Anatomy props they are 100% perfect at higher resolutions. I don't know why other than maybe it's a limitation of the HD Morphs or something.
I'm hoping we wouldn't have to have the HD Morphing tools for the PA devs. It would be great if there was something that could help to work with the geografted items to the HD Morphed characters.
Could anyone provide some advise?
Comments
Geografts available in the store also have multiple levels of subdivision, just like the Genesis figures. If you apply an unsubdivided geograft to a subdivided figure, it's not going to look right. Try adding subD to your geograft.
I have tried adding the subD property to my geograft. It still seems to have an odd line of deformity that seems to be the same line that is used for creating the geograft. I have tested this myself using Genesis 9 with the Victoria 9 HD morphs on and a geograft I created as a replacement for the arm. Its the same arm geometry I just made it into a geograft instead to be used as an example.
I'm having trouble uploading the images to the forum for some reason.
The line is even more pronounced with higher levels of subdivision. I had suspected that it is due to the way that the HD Morphs are deforming the mesh in a different way than the Geograft geometry since the Geograft Geometry doesn't have an HD Morph to it. Or maybe I need to do something else to accomodate the higher resolutions?
Steps taken
Export G9 at base resolution with Zeroed shape in obj and import to blender.
Remove all polygons except for the arm and export to obj.
Import the arm as obj and apply subD to the imported arm.
Use transfer utility to transfer rigging from G9 to the arm.
Go into geometry tools and select the geograft faces on G9 corresponding to the faces that will be replaced by the arm's edge and assign for grafting.
Add the faces for the rest of the arm for hiding and assign for auto hiding.
Unfit and fit the arm to G9 figure.
Apply the PBR Skin shader to the Arms surfaces.
Copy the G9 surfaces to the Arm figure.
Apply Victoria 9 HD Morph
You should be able to see the line deformation that happens to align with faces used for the grafting.
This should allow you to reproduce the issue, but hopefully others may provide some more suggestions on how to fix this or how to mitigate this. Crossing fingers that someone in the forum might know.
As far as I know the weld faces should eb the ones that meet the edge of the graft, they should not overlap with the graft. If you are using an overlapping ring try the other approach and see if that works better.
It seems to work either way for me, but I do like the way you suggested better for creating the Geograft. Sadly, the line deformation is still there right where the geograft and the figure meets. It's not a huge deformation, but in some cases it can be a little more noticeable depending on where the graft is. Imagine if you saw someone wearing a glove that is tight on the wrist. There is a little bit of bulge from the squeezing of the glove material. It sort of reminds me of that.
Also for some reason now, I can upload images so I have attached 3 images to the comment for you to see what I am talking about.
It does look as if it might be related to morph projection, though I am not certain.