A geometry shell in Daz Studio is a kind of virtual mesh. It is a clone of a base mesh, but unlike instances you can change its material settings and some other properties. The most common use is to add color to the base mesh. There is no corresponding data type in Blender. Since in many cases a geoshell is just a container for something that modifies the materials, the Daz Importer converts geoshells into node groups in the corresponding materials. This usually works well if we just add a single geoshell, but if the same character has several geoshells the Daz Importer can be confused. Recently I have therefore added some tools to fix problems with multiple geoshells.
Let us select the genitals and look at the node tree of the torso material, GP_Torso-1. Just before the output nodes, there are three node groups which correspond to the three shells in Daz Studio. The shell nodes are named: Shell name _ Material name, so we easily identify both the shell that it corresponds to and in which material the node appears. The shell nodes are ordered according to Mesh Offset, which lets you control which shell appears on top.
Unfortunately, the genitals are still rendered white. We also have a problem with the Blood node to the right. The Blood geoshell is associated with the body mesh, and gives pure white when extended to geografts. Hence we want to replace the node tree in the geograft node group
SYABME Blood 01 Full Body G8F_GP_Torso-1
with the corresponding body node tree
SYABME Blood 01 Full Body G8F_Torso-4
Again, this is straightforward but tedious to do directly in Blender; just select the desired node tree from the drop-down list. For convenience, there is a tool to do it for all materials at once.
Press Replace Shells. A dialog appears with all shells and the corresponding node trees. We want to replace the three last node trees with the node tree for the body torso.