Daz facet

nexer

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Daz facet are flat/plane surface or a kind of 4 vertex curve?
Thanks !!!
 
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nexer

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Ok, for those that doesn't know yet.
1582580453029.png
the green one is a plane and brown is a facet from G8F.
So, definitely a facet isn't a plane. A 4 vertex facet has 8 triangles. Each triangle is a plane/flat surface.
1582580971530.png
The question is: how find the angle between adjacent triangles?
 

nexer

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Depends on angle, can say it's a 4 vertex polygon, but we talking about 9 vertices. Looks like all facet has 8 triangles.
1582584512099.png
This facet has a different form.
1582585858135.png
 
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nexer

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So, I selected a facet, in my case 4202, with 4 vertex:
Vertex3669419441933646
Number1234
I use Vertex 3646. I create a Sphere and origins it in Vertex 3646
1582626890093.png
So, my Sphere has coords (15, 73.61, 9.52). Next step, open .duf and search for vertex.
I find out that it's an array, so has array[0],array[1] .... my vertex must be 3646+1.
array[3646]=[ 15.0016, 83.6709, 9.659881 ]. But my Sphere has Y=73.61.
A difference of 10cm!!!! Where does it come from?
 

nexer

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Now, back to .duf.
Another large array polylist. It's an array with 6 variables. I find out my facet [6, 16, 3669, 4194, 4193, 3646] .
So, polylist array build all facet. Now it's clear, all facet has 4 vertex.
What means the first two variables [6, 16, 3669, 4194, 4193, 3646] , yellow colored. Back to .duf and I find out that:
the first one is: polygon_groups array, 6 means "lThigh"
the second is: polygon_material_groups array, here I have my own var.
 

nexer

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in .duf I find out another arrays, part of root_region. All are using polylist array/ facet array.
 

nexer

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In .duf I didn't find more infos about facet. Go to .dsf. Verices are the same:
1582631471367.png
 

nexer

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I do the same with G3F and the vertex Y coords is 10 cm bigger. Using X and Z coords from .dsf file origins my Sphere out of G3F shape ( image below). I didn't touch G3F, so must be something else.
1582724090338.png

But, something interesting , Y coords of my Sphere is 10cm up.
Vertex has: Y=85.45781 and my Sphere: Y=75.42551
1582724510136.png

So, for X/Z axis Daz is using global coords with some modifier. But, for Y coords DAZ adds 10cm.
Must find out why?
 

nexer

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Ok, I found out where the difference comes from. I use G3F and selected facet 5998. This Facet has vertices:
Vertex3669429441933646
I create a sphere and origins it in 3669. Vertex 3669 has coords [ 13.7827, 85.74409, 9.73162 ]. Using this coords my Sphere is out of G3F shape.
1582886128820.png
The diffs comes from Resolution Level. Above is High resolution.
Using Base Resolution Level all things match.
1582886565314.png
Very important, use World coords.
Depending on Resolution Level
Base ResHigh Res. Level 1High Res. Level 2
Facet: 2 triangleFacet: 8 triangleFacet: 32 triangle
1582887382772.png 1582887505640.png 1582887546244.png
All triangle are created using a algorithm. DAZ are using 4.

Catmark 1582887873380.png
Bilineal 1582887963548.png
Loop 1582887979463.png
Catmull-Clark (Legacy) 1582888070476.png
 
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nexer

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Well, there's one problem left. If we use High Resolution Level we have 8/32 triangles(Level1/Level2) and more important: 4+ 5/21(Level1/Level2) vertices. Don't have the coords of this new vertices.
Algorime Catmull-Clark (Legacy) is more predictable
 

recreation

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I have no idea what you were trying to achieve here, but nice insight (y)
 

nexer

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I have no idea what you were trying to achieve here, but nice insight (y)
Hi,
My intention was to get a vertex/facet coords and using all this to create a GeometryShell for a certain facet. Next week I have more time and want to make a script to do all this.
I want to see what angle DAZ is using to create a Geometry Shell, I believe they use a vector to indicate the direction.
 

nexer

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Ok, with some more free time, not my fault :devilish: , I finished first part of my project
Selected Vertices:Coords of selected Vertices:
1585421003137.png 1585421018972.png
1585421067181.png 1585421085462.png
 

nexer

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Good, next step. I create a facet with 4 selected vertices.
Step 1. Select 4 Vertices 1585504945935.png Using DmTools Settings Tab
Step 2. Run Script 1585505038764.png The script create a plane with the 4 selected vertices. I change the color. To have a perfect parallel surface with the original have to triangulate.
Step 3. Translate the plane. 1585505477840.png 1585505230406.png 1585505269682.png
1585505771848.png 1585505788576.png Final view: Texture Shaded
 
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nexer

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Small improvements. That's how it looks like, Right and Front-view, Iray-preview:
1585571620947.png
 

nexer

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Well, a little bit stuck with Normal vectors. Look likes that Geometry Shell could read Normal vectors using Offset modifier. So, I manage to use it, but work to do.
Before: I select 2 FacetsAfter: A Plane with coords of the 2 Facets
1586014240299.png 1586014271188.png
 
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