Skin Effects Adventure not working if my model uses additional geo shells?
josiahmora20
Posts: 80
in The Commons
Newbie here. Instructions to use this product says add the "Full Adventure Shell," to gen 9 character first, but when doing so it causes the other geoshells I'm using (STX naval and Nipples and Golden Palace) to turn white. I've been trying to figure out how to just add it on top. Can someone help? Thanks
Comments
When using geograft and you create a geoshell, it will also create a geoshell for those geografts. But as those are not in the material you are applying, they will remain the default with a 50% oppacity.
I assume that your geografts are using the underlying body surface, so I would suggest to copy the body surface of the Adventure shell to the surfaces of your geografts.
You can select the geoshell, and turn off the surfaces that are showing up white. This should fix it (at least it has on other geoshells I've used in the past).
I don't have either of the products, but they may have visibility presets to hide the unneeded parts which may, depending on how theya re set up, work on the addtional GeoShell for the Skin Effects - though you may need to reenable the required area of whichever you apply first.
It is also important to distinguish between Geoshells and Geografts. They are very different technologies. In the original post, both are referred to as Geoshells, which is incorrect.
I am not certain but I believe the Anatomical Element product uses a GeoShell to help with blending textures.
Thanks for your help everyone! oddly enough, this video was in my youtube recomendations today and was specificlly what I needed to solve the problem!
You're right I didnt realize there wa s a difference! thank you
Oh, I wasn't aware of that, since I don't own the Golden Palace either. So it has both a geograft and a geoshell?
Hey, talk about good timing! What luck! I'm glad to hear that you got it solved.
I think so, from previous discussions.
I don't own Golden Palace for G9, but I do for G8. (To be honest, the main reason I got it for G8 was to allow me to de-Barbie figures that didn't have anatomy maps for the Daz anatomy, but I now know enough about UV mapping and transfer to solve that problem myself).
At least as it was on G8, the geograft used the torso textures of the figure and a geoshell over the top of this was opacity mapped to overlay detail that probably wasn't in the base textures.
However, in this case, it's very likely the geograft portion of that which is the problem, as the Skin Effect geoshell almost certainly does not have surface parameters telling it what to apply over the geograft surfaces, so it defaults to the 50% opacity white 3DL shader that geoshells load with by default (which remains a bug, as way back in about DS 4.14 or 4.15 or so, the change notes proudly declared that created objects would now use the correct base shader for the selected renderer, but no, geoshells still always default to 3DL). The geoshells could be conflicting because of equal offsets, but ultimately I think the "this geoshell preset doesn't know what to do when it finds this geograft" is the problem.
Using geoshells with geografts is always a hassle, particularly as geoshells have often added a custom UV to the figure that the geografts will not have access to, and therefore simply transferring parameters between the surfaces on the geoshell will not match up seams.