Diffeomorphic: do i need to have HD meshes active in daz studio when importing them?
bigoskar00
Posts: 15
I want to import both a base resolution and a high resolution character to do the whole baking of detail process in blender (i want to add vascularity HD veins without needing to add like a subdivision modifier at like 6 that would kill my computer)
My question is if i need to have the resolution level active at "high resolution" file in the morph section in the parameter tab when exporting for the process to work or if i can have the resolution level at "base" and the HD exporting process would work the same, I have been searching for a while for the answer and i cant seem to find any reference if you need to have something active in the daz side for the process to work
Comments
The HD exporter bakes from the viewport, so you need to set the desired subdivision level active in the viewport in daz studio. That said you don't need to bake anything in blender, because diffeomorphic will add a multires modifier for the HD layer. There's also tools to bake HD to a normal map if you want to use eevee.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Advanced/HD Meshes
very well, i was talking specifically about resolution level
i have it in "base" because it goes much faster when designing the character specially because i dont render in daz since i prefer cycles and eevee to iray (one of the reasons why i use diffeomorphic, the other reasons is because i just like the blender workspace more than the daz one but thats besided the point) my question was if i need to have "high resolution" active for the HD exporter to work or if i can leave it in base and import the character that way
sorry if i didnt made myself clear with my original post
also this is a secondary question but do HD meshes still have all the limitations that they used to have? because i remember that they used to not have stuff like JMCs and things like that, because i use a lot of clothes, or maybe im misremembering things or not reading them right
Again, you need to have the resolution level active in the daz viewport, so yes you need to set high resolution. And yes the multires limitations still apply since blender 4 didn't improve there, you can only have base resolution morphs on a HD multires mesh.
If you are looking to do some baking, I would recommend Xin's HD add-on. It can bake straight from the original DAZ files or bake from a low res to a high res mesh. It can bake vector displacements, normals, and greyscale displacement maps. Lots of tweaks and options to achieve whatever you are looking for. It is a really impressive addition to diffeo.
For veins, as an example, you can basically select all of the hd files and tell the add-on to bake all of them at once. Then you'll need to connect them up with drivers (which diffeo can do) or just apply them to your model.
so yeah i downloaded the addon and im trying to use it but i dont understand a lot of stuff, like for example i can only bake normal maps not vector displacement maps or greyscale displacement maps and when i try to apply the maps to another figure like a non hd mesh figure the texture kind of get broken
i dont know if im doing anything wrong
also this is a separate question but its related as far as i remember you cant animate or pose HD meshes, do those limitations still apply when using the multires modifier?