the uv geograft thing, anyone close to figure this out?
Mistara
Posts: 38,675
will submit support ticket, but assuming daz already knows?
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will submit support ticket, but assuming daz already knows?
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looks a lil better, but still wonky
found the projection thingee in shader room
mebbe the notepad++ magic could figure out what's going on with the geograft uvs?
whats happening is the vertex count is being changed, add any mesh to a vertex object and you will mess up the UV mapping.
It is not actually happening to the mesh in the modelling room so UV shows correct there but rather in the assembly room you are adding the figure to it so it screws up in render and openGL viewport.
D|S must handle it differently, would be at coding level nothing notepad fixable.
vertex count?
bugger
lucky the dragon3 wings aren't the geograft.
is there a DS notepad magic to tell carrara dson these legs are a conforming clothes, not a geograft?
spindoctor version - League of pychedelic minotaurs and gargoyles lol
is the flatmapping option in shader room why we don't necessarily need to uv map our vertex modelings?
Have you tried doing the geograft in DS, saving and importing that into Carrara? If that doesn't work I think you have to be resigned to the fact that geografts just are not supported in Carrara.
yeah. tried saving them as wearables. as assets. one at a time separately, as a group,
Gargoyle legs and wings look even awfuller.
i saw an improvement going into the shader,
picking mapping,and changing it to projection.
still wonky, but it gave me a hope, seems to be a false hope.
there's more checkboxes in there, haven't exhausted them all