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Hey, for the few of you that know a bit about daz, you know that genitals and other stuff like a tail, horns, or anything that doesn't come with a vanilla body, and that you want to add to a character, is called a geograft. In daz it's all fun and games, everything is automatic, as soon as you render your stuff the geograft is merged and you don't have to care about it being a different mesh and not looking good, and after that the geograft is unmerged and you can keep working on your character. In blender, diffeomorphic only lets you take care of it by merging it to the main mesh manually, and after that, you're fcked if you wanted to still work on the body with official morphs and all. No way to unmerge it. One big reason the twins were a pain in the ass to work with is because they had different genitals, I had to work with two characters that were basically identic but had to be separate because of just that problem, and so each modifications I did to one, I had to do to the other. For the new girl, I wanted to make her as modulable as possible, meaning that I should be able to import new hair, clothes, even morphs to change her body without worrying about having to keep the genitals unmerged "just in case". After hours of tinkering and a pretty simple solution in the end... I managed to do it, and it seems to work pretty well. Not everything is perfect yet, but I'll keep working on that and hopefully I should be able to add and remove geografts freely from now on. Meaning that the tail can be removed and reattached freely, that I can switch to a penis (probably even have an uncut version too), that I can eventually add more exotic stuff like bunny ears (I already have some, and I'm sure they'd look amazing with fur all over them 🤭) or anything really! So that may not look like a huge progress, but believe me it is. It's going to make everything so much easier 😌 uncensored: https://pth.fanbox.cc/posts/3905215

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Anonymous

You got geografts working in blender? Impressive. Are you willing to share the script?

pth

To be fair, in most cases using the merge feature from diffeomorphic is good enough. But to keep it fully non-destructive, I had to basically mimic the merge with only modifiers. One Array to copy the geograft on the body mesh by putting the geograft as the end cap, then use a Mask with the right vertices in a group to remove the vertices that are at the same place as the geograft, and finally a Weld with vertex groups to merge the geograft in the main body. All of this in modifiers means that the geograft is copied, so I have to hide it from renders, but I have to keep it to modify it, like adding custom shape keys for example.

Anonymous

(I know this isn't where you were going with all that hard work and testing, but maybe the tail in particular could be a simple strap-on...?) :)

pth

Well, this isn't something I could easily do, and it won't look good I think :(