3D Reaver
Well-Known Member
- May 15, 2020
- 1,466
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Not asking about the modeling. Lets take the simplest case. Using a strip of cloth with dforce and having it deform a chain along it to fake physics on the chain. I though it was pretty much what transfer utility didDaz certainly doesn't have any of those sort of modelling or non-shit cloth physics tools.
Representing chainmail on a character (in Daz) with all the individual rings as 3d objects is kind of insane - the amount of polys in the geometry would make the interface unbearably slow, and then the number of reflective faces would make the render time explode.
Best results for chain-mail like clothing would be to get some good texture with quality normal and bump maps, and then probably do some sort of post-work for the reflections
For the second part of your question: the answer is "not in daz".
But you could take some object (including a daz item), manipulate the geometry in Blender, then import the result OBJ into daz. If the vertexes are the same (no deletions or additions) then you can continue to use the existing UVmaps and textures with no issue. Even Daz morphs will continue to work if the geom net remains unchanged.
Is that how they render or just what they look like in the preview?0ne question, I have several hair assets that have the same problem in the image, how could I solve it?
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They'll show up when you actually render. Vendors do this to save you VRAM, especially for lower-end systems.0ne question, I have several hair assets that have the same problem in the image, how could I solve it?
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Go to the parameters pane, then with the hair selected, go to "Display", and turn on everything - visible in viewport, visible in render, etc.0ne question, I have several hair assets that have the same problem in the image, how could I solve it?
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Yeah and if that hair piece uses up all your RAM you can lower the tesselation for rendering. don't remember what it's called exactly.They'll show up when you actually render. Vendors do this to save you VRAM, especially for lower-end systems.
That said, if there's no option to turn it off in Content Library (where the hair is located); Select the hair > go to Parameter > Preview PR Hair > Should be something called "Viewport Tessellation Sides" or something of that nature. Do be aware that this can lock up and potentially freeze Daz if you go too high, be sure to save before doing it.
The vast majority of the latest releases on the Daz Store are aimed at the Genesis 9 figures, though.I'm wondering if it's worth it to use Gen 9 models/assets over Gen 8? Seems like there's wayyy more clothing/hair assets and expressions/animations/morphs available for Gen 8 atm.
IMHO it depends less on availablity (both have tons of stuff), and more on your computer specs; G9 is more heavyweight both in terms of disk space and scene memory usage - so if you can handle it do that, I stick with G8/G81 because I try and conserve both.I'm wondering if it's worth it to use Gen 9 models/assets over Gen 8? Seems like there's wayyy more clothing/hair assets and expressions/animations/morphs available for Gen 8 atm.
There are some nice things about it, pose wise, but there is no way I am going to convert things at this stage, myself.I'm wondering if it's worth it to use Gen 9 models/assets over Gen 8? Seems like there's wayyy more clothing/hair assets and expressions/animations/morphs available for Gen 8 atm.
There are many tools that allow to have G8/G9 more or less swappable. Pose/anim conversion is not a problem with either converters or bone minions (some tweaks may be required, but they are also needed within a family if your char is too different from the base char). Hair is completely interchangeable. Thanks to the clones, clothing is (generally) not a problem (though shoes conversion can be so-so).I'm wondering if it's worth it to use Gen 9 models/assets over Gen 8? Seems like there's wayyy more clothing/hair assets and expressions/animations/morphs available for Gen 8 atm.
A decent bit of the 8/8.1 stuff autofits nicely onto G9, as well.The vast majority of the latest releases on the Daz Store are aimed at the Genesis 9 figures, though.
Contrary to the above (which isn't wrong, just another way of doing things), I prefer keeping the headlamp on for the perspective view. Especially when initially setting up a scene (though this would apply to a standard camera, as well.). I typically just create a new camera (the little video/film camera looking thing above the viewport), and then turn off the headlamp in the camera settings pane (should be on the bottom right side of Daz by default.).hi guys I'm trying to figure out a problem I keep running into: when I create a new scene using Nvidia iRay as the default renderer for the viewport, everything looks fine but eventually iRay will randomly become super bright like this, I'm not sure what exactly I did to trigger it but it happened twice so far (I just restarted my scene from scratch) - it might've been that I changed between different viewport rendering engines but I'm not sure why that would ruin it. Edit - I think it's only with the perspective camera. I'm thinking maybe it's to do with the camera headlamp?
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