Home Page › Forums › General Chat › Any chance of a global shell?
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mxyzptlk.
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January 24, 2022 at 2:14 PM #1770013
Trying to render a character with 3-4 shells is a nightmare. White spots, shells conflicting with one another etc. Any chance those fellas at rendo will ever do a global shell? Or at least make their products cooperate better?
January 24, 2022 at 3:07 PM #1770030It would be nice, but that's not quite how geoshells work.
The texture thing is basically the result of a vendor not caring too much about everyone else's geoshell products. The fix for that is to turn off the texture opacity (and glossiness!) for the body parts of each geoshell that aren't shown. For example, if you're using the Brestacular geoshell, go to the Surfaces settings for the Brestacular product, and turn off the opacity/glossiness of the legs, arms, face, and basically anything that doesn't involve boobs. same with the Golden Palace (vagina) geoshell... if it isn't a body part in and around the vajajay, slam the opacity/glossiness sliders to zero on the GP settings.
Sometimes a geoshell product comes with a "shell fix" script that may or may not work for all the other geoshells, so you might want to give each one you find a try. For example, the Breastacular "shell fix" script tends to work pretty good on other geoshell-type items... Just note that it can be hit-or-miss, which is why I tend to just do it manually, since I build/create characters and use them for quite a long time afterwards.
One thing to keep in mind is that you might not even need a geoshell. If a female character has small breasts, the Brestacular product is kind of wasted on it.
It can be tedious at times, especially if you're just doing a one-off character - but it all depends on how much detail and work you're willing to put into the final product.
January 24, 2022 at 3:31 PM #1770041would this help I wonder
https://www.renderotica.com/store/sku/64527_Bonus-Shell-Stacking-ToolsJanuary 28, 2022 at 5:49 PM #1771340Yes, that may indeed help. A lot of conflicts with shells occur because multiples try to exist on the same level (distance from the "skin"). That tool helps assign different distances when using multiple shells, thereby minimizing setting conflicts.
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