Another geoshell discussiion

It seems many people have geoshell issues and they seem to be solved, but I can't seem to sort out this one problem that I haven't been able to figure out. 

I have products that do things like 'wet skin' or special clothing that are geo shells. They always collider with my anatomy shells, like chest and crotch. Typically, I can solve this easily by just unselecting the overlapping visibility in parameters. But in cases where the geo shell is a full body, I want them to overlap on the anatomy shells. Changing offsets don't seem to do the trick, and if I turn off visability on the other shell, well then it just won't work (as far I know?). Here is a simple example with Street Kunoicki Tears with breast a shell. I want the Tear clothing to overlap the breast shell. But I can't seem to figure this out? 

This is the same issue for things like wet skin + clothing shells. 

Any suggestions? 

 

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Comments

  • Richard HaseltineRichard Haseltine Posts: 101,065

    Why don't offsets help? Are you rendering - the preview can get muddled by overlapping surfaces with opacity maps.

  • vrba79vrba79 Posts: 1,408

    Do these geoshells increase rendering time much?

  • Richard HaseltineRichard Haseltine Posts: 101,065

    vrba79 said:

    Do these geoshells increase rendering time much?

    Depends  which, and what they do - one that is not hidden and has opacity or trasnlucense over the whole body area might well have an impact, a more solid colour overlay might not be bad (less light bouncing around between layers, and hiding parts will remove them from the render completely.

  • PixelSploitingPixelSploiting Posts: 898
    edited May 2023

    Set your body moisture/sweat/scars/whateverextrabodydetail shell to, let's say, offset 0.5. Or whatever offset it comes with. I gather you have it already figured out how to make their entire body sweaty even with anatomy grafts attached.

     

    Now put the geoshell clothing on another shell with higher offset so it goes on top. Now, you are going to get white-ish areas over the grafts on this very clothing shell. Those areas have generic Daz shader that is not usual Iray shader you have on the rest of the shell. You have to fix that.

    Turn those surfaces into exactly same shader type as the working parts of the outfit. Either load Daz base Iray Uber shader there or copy the shader preset from the geoshell suit.

     

    Now go to those surfaces over the geografts and in the surface editor set their UV type to the Base Female UV (because all those geoshell clothes come with base gender UV as in default figures they were made for). Now when UV and the shader type are fixed, copy surfaces from the corresponding geoshell suit surface. If it's a torso geograft, then from the torso surface on the geoshell cloth. You might need to set UVs to the default female UVs, they sometimes switch when copypasting new surface material.

    Whether it's going to work or not depends if the grafts you are using still have basic figure UVs in them. Sometimes grafts only have their default UVs so it won't work. Meipe's grafts have Base Female/Male UVs preserved in them as an option so it'll work. Case per case scenario with different body graft makers.

     

     

    G8F body surfaces are orange.

    Graft arms and torso surfaces are blue and green.

    Dark red is first geoshell.

    Yellow is another geoshell on top.

    Both geoshells are set to use base female UVs in surfaces added by the graft.

     

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    Post edited by PixelSploiting on
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