Global_Meshes - Diffeomorphic/import_daz GitHub Wiki

Meshes

meshes.png

  • Build HD Meshes: Build high-resolution meshes if included in .dbz file.
  • Keep Base Meshes: Also keep meshes at base resolution if HD meshes are found.
  • Add Multires: Add multires modifier to HD meshes and rebuild lower subdivision levels.
  • Multiple UV Layers: Use multiple UV layers for HD meshes with multires modifier.
  • Add Armature To HD Meshes: Add armature modifier and vertex groups to true HD meshes.
  • Hair Guides: Import hair guides as well as hair strands.
  • Auto Smooth: Use auto smooth if this is done in DAZ Studio. This can be useful for objects with hard edges, but leads to poor performance and artifacts for organic meshes.
  • Max Subdivision Level: The maximum subdivision level. Too high a value can cause Blender to crash.
  • Use Instancing: Use instancing for DAZ instances.
  • Scale Eye Moisture: Scale eye moisture vertices to avoid dark rings when rendering eyes.
  • Face Maps: Generate face maps on import.
    • Never: Don't create face maps.
    • Materials: Create face maps for materials.
    • Polygon Groups: Create face maps for polygon groups.
  • Simulation: Add influence (pinning) vertex groups for simulation.

For more information about high-resolution meshes and the multires modifier, see the following blog posts:

High resolution meshes

HD meshes and geografts

Baking normal maps

HD meshes and geografts revisited

For more about simulations, see

dForce simulations

Simulations moved

SHELL METHOD note by Alessandro

As for daz geoshells we can choose "material" or "geometry nodes".

shell-method.jpg

With "material" we convert the shell into a material layer, this avoids duplicating the geometry thus it is optimized for animation, works fine in most cases except where the shell uses a displacement, which can't be simulated with a material layer. Please note that the daz "face group" visibility is not supported, the addon only imports the "surfaces" visibility, so you may need to adjust the visibility in daz studio before exporting, or you can just delete the extra shells in the blender shader editor.

p.s. For shell displacement I mean a extra layer of displacement above the underlaying geometry displacement, as it may be done in refractive shells for example, otherwise in "material" shells only the upper displacement layer is considered that works fairly well in most cases, apart refractive shells with displacement.

https://bitbucket.org/Diffeomorphic/import_daz/issues/924/nasty-displacement-bugs-and-fixes

shell.jpg

With "geometry nodes" we actually create a new geometry layer same as daz studio, so displacement always works fine, but performances are bad thus this is experimental. Again "face group" visibility is not supported.

note. geonode base object. Unfortunately the addon doesn't always get correctly the base object for geonode shells. In this case, if the base object is empty, you have to fix it yourself. It is usually easy to assign the base object to the base or HD figure. This is not going to be fixed.

https://bitbucket.org/Diffeomorphic/import_daz/issues/2189/

# set base mesh for geonode shell
# we give precedence to HD if there's both base and HD meshes
if merge geograft is off
    set the HD geograft as base mesh, or base if there's no HD
else
    set the HD figure as base mesh, or base if there's no HD

geonode-shell.jpg