I never expected a pair of simple socks will cause a lot of troubles.
I finished the modeling in Blender and exported it as OBJ in order to transfer it to DAZ Studio as usual.
In DAZ Studio, I tried to clean up some unwanted faces and groups with Geometry Editor. I never expect this action started a series of failure. Everything seems to work fine in DAZ Studio. Then, I collected the files from where I saved them and packaged them into my newest freebies.
After I posted it, eblank reported that it crashed DAZ Studio. Then, Riukent also reported the similar problem with additional information. Then, I started to investigate the problem. In my DAZ Studio's logs, I noticed some warning messages with the text "WARNING: ..\..\..\..\..\src\sdksource\shapes\dzvertexmesh.cpp(1347): Vertex index ... for line ..., vertex .... out of range (...)." Immediately, I knew these vertices must be those being deleted. Then, I opened the DAZ Studio files and found the group that I deleted still there. I edited the DAZ Studio files manually and removed that group. That warning message disappeared. I posted the updated version. dprostock found another problem when it is being posed. I removed the Download because I had no clue about the problem. From the DAZ Studio's logs, there are many warning messages with the text "WARNING: ..\..\..\..\..\src\sdksource\shapes\dzfacetmesh.cpp(7907): Index out of range in DzFacetMesh::getNormal()." I removed the Smoothing Modifier, the warning did not go away. I exported it from DAZ Studio into OBJ and compared it with the OBJ exported from Blender. The number of vertices and the number of faces are the same but the one from DAZ Studio contains more vt lines and vn lines. At that time, I thought I knew what's going on. Then, I examined the mesh in Blender and found that the OBJ from DAZ Studio contains edges did not form a face. These edges contributed to the vt and vn lines in the OBJ. Once I removed these edges and exported the mesh and imported back to DAZ Studio. Everything works, no more warning message.
I should finalize the mesh in Blender instead of using DAZ Studio's Geometry Editor. Next time, I will not try to save time and make the same mistake.
At the end, I want to thanks all for helping me.
Should I stop making my creations for free?
After I posted the latest freebies, someone asked me to start selling. Another one told me that I don't know how to function in a monetization based environment. Yes, I don't. That's why I don't know how to sell. Then, that person told me that I undervaluing myself by not charging. In the end it hurts everyone because I work for free.
Oh! I don't want to hurt everyone! My interpretation of that is, my freebies are competing against some commercial products, I'm hurting others' business.
To all DAZ Studio content artists, I do not have any intention to hurt others' business. My freebies are the side-effect of my objective, not my objective. My objective is simple, just make something that I like to see. In addition, I like to see how others can bring my creations to next level through their rendering skills. I'm sure many artists can render with my creations better than what I can.
I'm not a good content creator. I agree I can make good 3D models. I'm not good at other aspects of being a content creator. I just getting into texturing. I still cannot make good promotion renders. I'm in the process of being a seller at some sites. But I doubt I will end up really selling anything.
From someone's perspective, the way I handle my creation is not ethical. But I'm not here to dump my 3D models. If I sell, I guess I will ask for a price that is not right. At the end, the same person will told me that it hurts everyone.
Sadly, I don't know what to do.
I've tried to apply the fixes described in rBcf77b67c459d: Fix T71576 Mesh error on mutimaterial Meshes on legacy nvidia drivers with my own modifications. It works.
The idea of that commit is fine but the code in source/blender/gpu/intern/gpu_extensions.c is not correct.
The version in my case doesn't contain the string "NVIDIA ". If the code above is used, it crashes. I changed the code to look for the version I have, which is "3.3.0", where I found it from the debug output. I changed the code to:
After that, I recompiled the code, it works.
Now, I can use Blender 2.82