For G9 Is it possible to apply 2 Geoshell(different makers) without breaking the skin mat?

windli3356windli3356 Posts: 236
edited December 23 in The Commons

[For G9 Is it possible to apply 2 Geoshell(different makers) without breaking the skin mat?] Now I have very little success, if any tool can fix that, I'd buy it too

Post edited by Richard Haseltine on

Comments

  • nemesis10nemesis10 Posts: 3,454

    Geoshells don't actually affect the skin mat at all.  If you apply two geoshells, you should offset the geoshells i.e. one shell at .005 and the other at .007 offset.  Next, you should  turn off visibility of areas not covered by the geoshells i.e. you add horns to a figure for example and then a geoshell with a hair texture and find that the horns have turned white since the geoshell has no textures for horns. In the Parameters Tab, you can select the geoshell, you can go to Parameters>Visibility>Groups and turn off the horns.  Two geoshells may have areas that they have no textures so you can switch off those areas that they are invisible and don't add the white overlay.

  • crosswindcrosswind Posts: 7,280

    Certainly. So what is the issue you have?

  • 3Diva3Diva Posts: 11,628
    Let us know what issues you're seeing (maybe post a render or two highlighting the issue) that could help us pin down the problem. The advice nemesis10 gave is good advice; if you're still having issues though after trying that please share more information and maybe an image or two showing the issue. :)
  • windli3356windli3356 Posts: 236

    nemesis10 said:

    Geoshells don't actually affect the skin mat at all.  If you apply two geoshells, you should offset the geoshells i.e. one shell at .005 and the other at .007 offset.  Next, you should  turn off visibility of areas not covered by the geoshells i.e. you add horns to a figure for example and then a geoshell with a hair texture and find that the horns have turned white since the geoshell has no textures for horns. In the Parameters Tab, you can select the geoshell, you can go to Parameters>Visibility>Groups and turn off the horns.  Two geoshells may have areas that they have no textures so you can switch off those areas that they are invisible and don't add the white overlay.

    I see, but in my case, both shells are skin related, 1st shell is wetskin where they offered an easy script to auto match the shell offset level to the G9 skin, while the other is make up, also must to match the default volume of the iray skin, whichever shell I applied as send shows a white shell, and the auto mat fix script doesn't know what to do.  

  • windli3356windli3356 Posts: 236

    crosswind said:

    Certainly. So what is the issue you have?

    thanks, this 

     

    "both shells are skin related, 1st shell is wetskin where they offered an easy script to auto match the shell offset level to the G9 skin, while the other is make up, also must to match the default volume of the iray skin, whichever shell I applied as send shows a white shell, and the auto mat fix script doesn't know what to do.  "

  • crosswindcrosswind Posts: 7,280
    edited December 23

    windli3356 said:

    crosswind said:

    Certainly. So what is the issue you have?

    thanks, this 

     

    "both shells are skin related, 1st shell is wetskin where they offered an easy script to auto match the shell offset level to the G9 skin, while the other is make up, also must to match the default volume of the iray skin, whichever shell I applied as send shows a white shell, and the auto mat fix script doesn't know what to do.  "

    Okay, is there any geo-graft fitted on the figure? Like the below SS1 shows, in which I used a chest geo-graft... then there's a partial white shell.

    SNAG-2024-12-23-050.png
    2018 x 1291 - 1M
    Post edited by crosswind on
  • crosswindcrosswind Posts: 7,280
    edited December 23

    If, in your case, there're geo-graft(s) on the figure no matter how many, each shell will derive all surfaces on the geo-grafts with DS Default Shader and white Diffuse Color. That's why the partial area on the shells turn white.

    Your case is a little bit complex since a Wet Shell and a Make-Up Shell behave differently... You may fix the "white issue" in this way.
    1) Wet Shell: As it's a fullbody shell with more surface settings, you have to replicate the settings of related surface to the geo-graft surface on the shell. In this example, copy Body surface to Chest Geo-graft surface.
       a. Select Wet shell, in Surfaces pane, you'll find the geo-graft surface (in the above SS). Select it, go to Preset tab, filter Uber, dbl-click to apply Iray Uber shader to the graft surface. (SS1)
       b. Back to Editor tab, select Body surface, right-click to Copy Selected Surface(s). Select graft surface, right-click to Paste to Selected Surface(s)... (SS2)

    2) Make-up Shell: Easier. Select Make-up Shell, filter Opacity, set 0 in Opacity Strength slot, and Lock it ! (SS3)

    With the way in point 2), no matter you switch to other Tools like Geometry Editor, Node Weight Brush, Mesh Grabber, etc. or unfit / refit the geo-graft, then back to normal Tools, "white areas" will never come back ~~ while setting with Visibility on Shell node will reset "white areas" after above process.... This way can be used on any non-FullBody geo-shells with such issue.

    Edit: If there's no geo-graft in your case, further let us know. Post some screenshots, and name the products you use if possible ...

    SNAG-2024-12-23-051.png
    2560 x 1392 - 2M
    SNAG-2024-12-23-052.png
    2560 x 1392 - 1M
    SNAG-2024-12-23-054.png
    2560 x 1392 - 2M
    Post edited by crosswind on
  • windli3356windli3356 Posts: 236

    crosswind said:

    If, in your case, there're geo-graft(s) on the figure no matter how many, each shell will derive all surfaces on the geo-grafts with DS Default Shader and white Diffuse Color. That's why the partial area on the shells turn white.

    Your case is a little bit complex since a Wet Shell and a Make-Up Shell behave differently... You may fix the "white issue" in this way.
    1) Wet Shell: As it's a fullbody shell with more surface settings, you have to replicate the settings of related surface to the geo-graft surface on the shell. In this example, copy Body surface to Chest Geo-graft surface.
       a. Select Wet shell, in Surfaces pane, you'll find the geo-graft surface (in the above SS). Select it, go to Preset tab, filter Uber, dbl-click to apply Iray Uber shader to the graft surface. (SS1)
       b. Back to Editor tab, select Body surface, right-click to Copy Selected Surface(s). Select graft surface, right-click to Paste to Selected Surface(s)... (SS2)

    2) Make-up Shell: Easier. Select Make-up Shell, filter Opacity, set 0 in Opacity Strength slot, and Lock it ! (SS3)

    With the way in point 2), no matter you switch to other Tools like Geometry Editor, Node Weight Brush, Mesh Grabber, etc. or unfit / refit the geo-graft, then back to normal Tools, "white areas" will never come back ~~ while setting with Visibility on Shell node will reset "white areas" after above process.... This way can be used on any non-FullBody geo-shells with such issue.

    Edit: If there's no geo-graft in your case, further let us know. Post some screenshots, and name the products you use if possible ...

    Wow~ it worked!!! I can't thank you enough brother.  I will save this thread just in case someone run into the same issue.    

  • crosswindcrosswind Posts: 7,280

    Great ! You're welcome !

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