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In the cart as promised. I think it looks so fantastic.
I just checked and the ReadMe page is up now.
Amazing product. I immediately purchased both the medieval bedroom and the new European Style Apartment sets. I recommend both without reservation. I have an affinity for all things medieval and I just love this new resource. The quality and level of detail, and all primary elements are superb. Thank you!
Here is my first creation with the bedroom scene. https://www.daz3d.com/gallery/#images/825776/
Cheers.
just a question about all the fire, smoke and candle flame morphs
is there some way to animate all of them together especially the log fire and save an animation preset?
not just asking Strangefate and Rougey but any powerful DAZ studio animators
a hierarchical pose preset does not save animated and DAZ studio at its best has limited animation features, I cannot oscillate tweeners etc
I have it burning beautifully in Carrara BTW even though none of the morphs load there simply because I can use scale bend and twist modifiers and tween them on any object
and I can animate my textures including emission in Octane
I am really trying to use DAZ studio too though as everything is made for it and iray
Acue - Glad you like them both :)
Wendy_Carrara - Don't have much experience with Daz and Animations to be honest beyond setting some frames here and there :/ ...good to know morphs don't export, will keep that in mind.
Is OK not many do animate stuff, it’s more a DAZ studio limitation than anything to do with your lovely set
I May simply need to use a different fire that is a figure with morphs, they exist, as can puppeteer that
the problem here is a group is not treated like a figure in puppeteer, ironically Puppeteer in Carrara does do so if an animation group DAZ studio has no easy option to make a group a “figure” it’s something that would be useful for many things and maybe one of the upcoming animation features DAZ_Steve hinted at
For the candles, the pose controls @Strangefate set up for the candle flames work quite well as far as getting the flame to dance goes:
http://algovincian.com/temp/candle.mp4
I'm sure it could be improved, but the flame motion took literally less than 60 seconds to key by randomly setting some keys for the 4 twist controls.
As far as the smoke goes, I think the most resource efficient way to do it would be to create a new MDL shader that supported 2 opacity maps each with their own UVs - a smoke pattern and an envelope. The envelope could just be a static gradient (causing the smoke to fade as it rose). The smoke pattern could be seamless (vertically) and animated by keying it's vertical UV offset. The keying would have to be done via script using signals on frame changes since mats in DS aren't animatable. Layering these two using an overlay blend and sending the output to the cutout opacity should work.
Of course, simply recording some smoke footage and making it seamless in time would probably look better and be easier, though use more resources. You'd still have to key the individual frames via script as above. And, you'd also have to make the smoke starting point follow the tip of the flame as it dances
Would actually be a fun side project - wish I had more free time to mess with it lol.
- Greg
ETA: I think a similar approach could be used for the fireplace.
yes they certainly are animatable and could be instanced
my main problem is all the multiple planes in the fire, one posibility would be export the lot as an obj and alter single parameters export those and load the objs on the original export as morph targets
then one could puppeteer an animated pose preset
the smoke scaling, transforming and rotating would probably suffice
I may be on to something
a simpler animation fire I whipped up as animtion need not be as detailed
Archmage Serena, on the prowl, looking for trouble. Given her past track record in this kind of endevour, she is bound to find it before long and trouble will undoubtedly not live to regret making her acquaintance.
Cheers,
Alex.
Figured I'd cross-post.
Frontspiece for a personal reading copy of a fanfic. So don't expect to see the publication posted anywere. Although I'll probably upload this image where appropriate.
I really dislike Iray...
Great one...
Would like to add another with this super, incredible, wonderful set: Cross posted
That image makes me feel nostalgic Jodel, must remind me of 80s fantasy art or old RP video games, not sure :)
Loving the lighting in that render Lothar, great mood !
Looks excellent, and with incredible details. And I like pretty much all of these details. It's in my wishlist, and I'll eventually buy it (sorry for PAs, but I typically wait for sales to buy).
Well, it was released something like July 10th. I think Items are classified as new for 60 days (someone correct me if that's wrong).
PA sale month is September. So that's cutting it a bit fine. Maybe next year.
How do you know PA sale months?
are an annual event
There are 3 big sale events at Daz every year: March Madness (in March and sometimes April), the PA Sale (September) and PC+ Anniversary (October). There’s also usually some kind of sale around Christmas.
Ah, i see.
Question...
I did a deForce simulation and noticed that the window shutters starting swinging open.
What is acting on them to move? I would have expected that if there was no wind mode they would remain mostly still?
Also, are the shutters actually deForce or is something else going on that I am not realizing?
@Jason Galterio - They're not Dforce, could be that they have some animation frames for some reason, but they're not really set up in any way to move automatically.
Thank you for the response. I had no idea that simulating deForce might trigger animation frames. Normally I do the simulation in a stand alone scene, then merge the results into the populated scene.
Some PA's accidentally create baked-in animations in their scenes that dont get picked up by QA. D-force moves through the animation timeline as it simulates, so you could just be seeing the baked-in animation of an object that was rotated/moved on one frame in the timeline etc. You could load the default scene and scrub through the timeline to check that's the case.
Thought I'd post another illo done with this set.
Converted to 3DL with standard converters. The chair had to go through the export/import as .obj and re-apply textures do-si-do before it was usable.
Another user posted about an issue with this product, and in trying to help them, I noticed that the translations for different bones of props aren't locked down. This means that, to use the example from that thread, if you select one of the doors on the wardrobe, you can move that anywhere you want, rather than it being solidly connected to the wardrobe.
You should always be able to just select the wardrobe in the viewport and move it (with the doors). If you select the doors yes, you'll move just the doors.
I opted for that approach for more flexibility, so if people wanted to take out a door and place it againt the wall as if it was broken, being replaced (or whatever) they'd have that choice. I really didn't expect anyone to have problems selecting around the doors to move the whole thing.
Comes in handy if you end up doing the export/import do-si-do. It makes a mess of the scene tab needing to drill down through the layers, but parenting a door to the bone and deleting the original door leaves you with what passes for a rigged prop that looks just like the original, without doubling the poly count.
Fair enough, and that's the advice I gave the user. It can be tricky for newer users especially to understand that, in recent versions of DS, if you click on an item in the scene tab, you're selecting whatever component of it you're clicking, not the entire item.