Diffeomorphic - Blender Shaders conflicting with Geoshells
Cozy
Posts: 8
I've been working on shader nodes for skin moisture in Blender but have encountered an issue for materials/body parts with Geoshells/Geoshell driven materials. I've tried mixing the BSDF outputs of the wetness shader and the geoshell driver without success.
Does anyone have a solution to this? Is there a way to bake the geoshell to the material since the driver seems to override everything/not be mixable?
Comments
I just realized the geoshell is its own shader node group, and I'll fiddle around with that. However, if anyone has solutions without needed to edit the native daz/diffeomorphic shader, please let me know!
In general a refractive shell will need its own geometry layer, that is needed to correctly compute refraction over the underlying surface. However diffeomorphic does some tricks and approximations to get a refractive shell with a simple material layer.
https://bitbucket.org/Diffeomorphic/import_daz/issues/558/refractive-shells-dont-work-and-solution