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Just started experimenting but happy with this result:
If interested, the parameters I used are posted in a thread in Commons.
I got it....but I'm afraid I need more tutorials....I am having no luck with trying to project a Genesis 3 hand onto a plane...I either get a question of whether the material are intersected or some such. Withholding judgement until I see some further development.
Guys I just thought of something for the people who are undecided about this:
Hats.
Hats and hair.
Checking my cart out now.
P.S.: Since some time ago I had been wondering how to represent the effect of a hand pressed against a pane of glass (Rei in the original Evangelion's opening, to be exact). Now, this finally solves the flattening issue, and I guess I could tweak the diffuse map to make the palm and the fingertips a bit yellowish on key zones, but does anybody have any clue about what else I should change? Displacement, normal, specular? I feel a bit out of my depth whenever a problem can't be solved by spinning dials and rendering ad nauseam.
The stuff about whether the plane or something is intersected or whatever happens because the default plane only has one face and so has no points or lines which can bend it around the receiving shape. This was happening to me at first until I figured out why, and someone on this thread (or the other one) mentioned it too. Just increase the divisions of the plane and the problem will disappear.
Thanks, I was having the same problem, doing the same thing.
hoping for someone to do a video tutorial.
Ahh so.. you must set the # of division when creating the place not in the Shape Reprojector UI
Bought and tried out seems like it will be fun, made sorta cone breasts, it didn't add morph dials if it is suppose to I might of missed something or just cannot find where they are located, now I'm trying tonproject the melody 2 head to g3f
I found that also...working better for me now....yeah...polygons are your friend.
OMG you're right!!!!!!! This has been my nemesis in character design...and I didn't even think of that....that's brilliant.
Edit- Did some quick playing. Had a hat-wearing character who'd I'd agonized over finding a decent combo, and shaped the hat a bit wonky just to get the hair to play nice, and even then I had some poke through without a lot of smoothing or an ugly push modifier. But the shape reprojector's done a nice job. Such a good idea.
Technical question:
Is it possible to have BOTH project inward and project outward active at the same time (I'm guessing if so the script would pick "which way" based on the nearest/farthest option selected)? It lets you check both boxes (i.e. it's not a radio button style choice)....but I've been working on a morph that I'm a few layers deep on and don't want to screw myself up by doing anything really stupid right now....so I haven't run it with both ticked.
Looks great!
Glad you found that useful :) In the vein of things that should have been obvious in hindsight, if you want a self-collision (like someone grabbing his own arm) you could export genesis hand by deleting all non-relevant polygons and save it as a figure so that it retains rigging and morphing capabilities and pose it and morph it exactly as the receiving figure... or you can use gloves. Gosh-darn-it gloves. K.I.S.S. never seemed so appropiate.
Also, another tip: if there are more than one collision zones (that is, a figure is laying on a couch and the head, back and glutes impact it in clearly defined places) it's far faster (as well as accurate) to do separate morphs for every place. As a rule of thumb, if the bounding box covers too much of the receiver, Bad Things (tm) happen--either the morph takes an ungodly amount of time to calculate or the resulting figure has been smoothed beyond recognition (specially bad when a human body is the receiver). On a positive note, I have yet to see any problems with parented items.
On another note, any suggestions for organic figures? Flesh deformation under pressure was my big motivator, but I haven't quite managed to grock with the tool.
That one picture says it all.
This is the version of DAZ Studio I'm using, on a Macintosh, with OS X 10.11.6. 64-bit version of DS. Will it work with this version of DS, and on a Macintosh?
My Question: Something like the boxing injury shown in the promo illustration. I like to do wrestling poses. Now, if I wanted to do a claw hold, and have the fingers leaving impressions in the flesh, would that work? Could I do the entire hand with all the fingers at once, or would I have to do each finger separately? Also, I would have the hand right there above the impressions, because that's the way a claw hold would work. Is that do-able?
There would need to be enough resolution in the emsh to show the dents - if you line the hand up and switch to Wire Texture Shaded preview (cmd(Mac)/ctrl(Win)-8) are there crossing points of the strong lines (the actual mesh, not the fainter lines for the SubD mesh which won't be affected by the plug-in) near the fingers, with more crossing points between?
Do the two meshes HAVE to touch ? thinking about indents in the skin from like Bra straps, ropes or any tight fitting clothing item.
Thanks Richard thats a good point to remember and write down.
Hows it work with a hand gripping an arm, or a face?
I'm tempted with this, and if that is possilbe then I'll be getting.
Any example images?
I second that - I'm getting close to buying ZBrush for just those kinds of interactions..
I feel that I really need to see something in the order of a brief tutorial, to answer questions such as these: (1) Just how would I select (for the example I gave above, of the wrestling claw hold) the hand or fingers or one finger at a time? (2) Could I choose the area of the chest or shoulder or stomach that I wanted the indentations to appear on? (3) What settings, for example, are used? (4) And, of course, what does the final result look like?
Yes, I see these things: the strong lines, with more crossing points between. Are the fainter lines the SubD mesh? As I've said in my last post, I really need a little more guidance, such as a brief tutorial. The product sounds wonderful. My doubts are about my ability to use it. Can I figure this thing out?
By the way, how does one get rid of seeing the Wire Texture Shaded preview (cmd-8) on the Mac?
OK, I get it. It's cmd-9 on the Macintosh. See? I told you:
My doubts are about my ability to use this product. Can I figure this thing out? I'd like to buy it, but I'm going to need a little more help in understanding it.
It does?
I do morphs for such things in Blender, when needed, but can take some time.
cmd-9
You can also click the sphere icon to the left of the camera picker button to select preview mode from a menu.
Has anyone else been getting the error "Wrapper CalculateOverlap Error: Error: cannot access member `getNumFacets' of deleted QObject"? Seems to happen when the target figure has a geo-graft in place.
I haven't gotten that error but what I am getting really annoyed about is that, while the sim is running, Daz's load on my processor is about 15%. I don't know if it's a limitation of the script or Studio's fault, but knowing that I could get the results in a sixth of the time is really grating on my nerves.
Regarding a tutorial, here's the Readme http://docs.daz3d.com/lib/exe/fetch.php/public/read_me/index/33193/33193_shapereprojectorguide.pdf
That said, I would love if people who have had success with the Reprojector would post their own tutorials. The Readme is barely intelligible to a non-techie like me and omits a few questions (what does the sim do if both "in" and "out" are checked? why can't I uncheck "incremental"?). As it is, I have been experimenting but I cannot get consistent results, so empiricism is out. I love the concept of this product and I am sure other users will get outstanding results, but so far it's been really confusing and not that useful. I hope to learn enough to change that.
Hello All! I need to get caught up on the thread :-D
Thank you Astracadia, that's exactly right! As Richard points out, ideally the receiver object, or the area of the object you want to affect, needs to have enough faces to describe the shape. When using primitives, definitely experiment with higher segment counts.
Yep, you can save a morph preset as you normally would any other morph, but I don't own Carrera so I don't honestly know how well they import there. I think some Carrera users have picked up the script, so hopefully we can get some feedback on this soon :-D
That looks awesome, well done!
You can select different areas using the "projection bounds." In one of the promo images on the store page, you'll see a small red box around Gennesis 3 Female's fist, that's the projeciton bounds. Only faces inside that box are considered for the new morph. Like Richard mentioned, the end result is going to depend on how many faces the area getting the indentation has. Because fingers are small relative to the faces on the torso or limbs, you may not be able to get 5 distinct finger indentations, though it really depends on the area of the figure.
ACK, that's not right! eems specific to figures with a geo-graft? I'll start experimenting to see if I can reproduce and fix the error. Thanks for bringing this to my attention!
Scripts, as far as have been able to figure out, run single threaded. Believe me, if I can find a way to coax them into taking advantage of multiple threads/cores I definitely will! :-D
I don't mean ZBrush does it; I tried ZBrush and made morphs, probably like you do in Blender, but it was just so easy to GoZ to ZBrush, create the morphs (which took time :-D) and then return the character to DS with the new morphs ready to be used. Installed Blender once, but was completely put off by the UI (although I see the financial advantage of choosing Blender..).
Me too, under Version 4.9.2.70. As soon as I change the bounds multiplier it crashes DAZ
Thank you for letting me know, I'm looking into it now! Out of curiosity, what OS are you on? Shouldn't matter, just trying to narrow down where to look :-D
Yeh, I tried Zbrush and didn't like the UI and the workflow; was going to get it with a student licence and learn how to use it; wish I did like it, cause it sure has some cool features.
I've been playing with this, but haven't quite gotten the results I was hoping for yet. Probably more my fault than the scripts fault, but I'm still playing with it. I am curious, though, as to what we can do with the resulting morphs once we've made them. Specifically, are we allowed to share or sell the morphs. I'm asking because I like doing poses and it would be nice to possibly be able to distribute poses with corresponding impact morphs for some poses if I were so inclined, to either give away or sell. I'm still experimenting so I don't even know if my ideas will work with the what the script can generate, but I'm would like to know what we are allowed to do with the morphs we create with the script once they've been saved as actual morphs.