We have a subdivided geometry in daz studio, I mean catmark. In this case the silhouette on the bended elbow, that is the HD jcm, could not be faked with normal maps.Īs for the base mesh we have to distinguish two cases.ġ. In that case I believe we need the true HD mesh with HD morphs, because the normal map alone will not be able to deliver true displacement and this will be visible in the geometry silhouette.īelow an example with Mutation Morphs HD for G8F where the HD mesh is used to add body features, other than bump details. There are cases though where the HD morph is used to sculpt body features as muscles or joint deformations. I believe normal maps will be mainly useful for HD expressions, where the HD morph is used to sculpt little bumps. If we combine this with the feature Thomas implemented recently which lets you have driven Value nodes in the shaders, this means we can reproduce a lot of the HD look with non-HD meshes, which would be far better for animation than what daz offers by throwing a massive mesh at you. If everything goes right, this means the user can select several HD morphs in one go and then the script could bake all corresponding normal maps automatically. obj, and run the second script described above to bake normal maps automatically from it. Daz studio transfer rigging .dll#dll will subdivide the base mesh accordingly to properly load those files. Take the body mesh imported by this addon after the user has tweaked its parameters, but before finishing.Not a big deal, we don’t want the multires if we want to import HD Shape Keys anyway. But Blender’s multires seems to mangle vertex order for some reason once you use the “unsubdivide” operation (the base mesh vertex order matches fines, but the HD vertex order is different). The “selected to active” baking, if done right (a big if), is the more accurate option since the base mesh in that case is the real base mesh, while the multires base mesh is an approximation of the real base mesh (a very close approximation for baking purposes nonetheless).Ī nice property is that the vertex order matches with the mesh imported by this addon with the multires disabled. Currently, it has two baking options: using the multires to unsubdivide the HD mesh which enables multires baking (what this addon does once you import manually) and “selected to active” baking from the HD mesh to a base mesh (which is slower, might give some artifacts and is harder to set up right). I created a script that bakes normal maps from the.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |