3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 13 Votes

Night Hacker

Forum Fanatic
Jul 3, 2021
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In this instance, you might be better off to make a primitive, add dForce and work from there, just for something that looks more natural.
Good advice. The thought crossed my mind, and I still may try it. I had the idea of making a primitive (as a tutorial I watched showed actually) and then applying the same texture and normal maps to it... I might still try that.

I was impressed at how easy it was to do and the simulation didn't take as long as I thought it would on my system.
 

Impious Monk

Active Member
Game Developer
Oct 14, 2021
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In this instance, you might be better off to make a primitive, add dForce and work from there, just for something that looks more natural.
Good advice. The thought crossed my mind, and I still may try it. I had the idea of making a primitive (as a tutorial I watched showed actually) and then applying the same texture and normal maps to it... I might still try that.

I was impressed at how easy it was to do and the simulation didn't take as long as I thought it would on my system.
What's the difference between using a primitive and using the original asset?
 

Evil13

Engaged Member
Jun 4, 2019
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What's the difference between using a primitive and using the original asset?
This is entirely my own opinion and is subjective. Just saying this now before some pedant later chimes in with "Actually..."

You have a little bit more control and freedom of how the primitive is used. Just to use Night Hacker's previous image as an example - take a look at the feet-end corners of the sheet. They look like they're tucked in under the mattress, despite being clearly in use. Sheets don't act like that. They get pulled up, moved around and more.

Not to mention that some original assets don't support dForce shaping.
 
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Impious Monk

Active Member
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Oct 14, 2021
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This is entirely my own opinion and is subjective. Just saying this now before some pedant later chimes in with "Actually..."

You have a little bit more control and freedom of how the primitive is used. Just to use Night Hacker's previous image as an example - take a look at the feet-end corners of the sheet. They look like they're tucked in under the mattress, despite being clearly in use. Sheets don't act like that. They get pulled up, moved around and more.

Not to mention that some original assets don't support dForce shaping.
How would you go about manipulating the primitive to emulate the movements of the blanket? I'm imagining just a flat, straight surface and applying dForce.
 

Evil13

Engaged Member
Jun 4, 2019
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How would you go about manipulating the primitive to emulate the movements of the blanket? I'm imagining just a flat, straight surface and applying dForce.
You can also use a mesh grabber and manipulate the primitive after you've used dForce
 

Techn0magier

Well-Known Member
Jul 2, 2017
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How would you go about manipulating the primitive to emulate the movements of the blanket? I'm imagining just a flat, straight surface and applying dForce.
dForce Magnets or assist meshes are powerful tools when it comes to the direct influence of any simulation.
 

Impious Monk

Active Member
Game Developer
Oct 14, 2021
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You can also use a mesh grabber and manipulate the primitive after you've used dForce
dForce Magnets or assist meshes are powerful tools when it comes to the direct influence of any simulation.
I just don't understand why this is different from the original asset. You can add dForce, magnets, and meshes to the original asset as well as a primitive.
 

Techn0magier

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Jul 2, 2017
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Well, the question is probably more aimed at the ladies here as well as those with a taste for the male aesthetics.
I'm toying around with different skins and settings for the male lead of "Chef's Kiss".
I have narrowed it down to three setups that I like the most(A/B/C).
A:
skin_A.jpg
This one needs a lot of light to show details. And I mean a lot. So much that it overpowers literally every brighter surface in the scene, there this would lead to a lot of work in postwork. On the other hand, it is a nice dark skin that leads the eye right to him.

B:
skin_B.jpg
This one has a strong reddish SSS that leads to very homogeneous lighting when paired with other characters. Also, it reveals a lot of details without any effort. But it increases the render time quite a bit, till I get enough samples for a denoiser to not destroy said details.

C:
skin_C.jpg
This is more or less a hybrid, I will only have to play with the specularity a little bit to tone the reflectivity down. But in the end, it will reveal enough details without blasting everything in a weaponisable ray of light. An unlucky side effect is that the brighter skin tone let him appear younger than the other two versions.

Which one do you prefer?
 

Techn0magier

Well-Known Member
Jul 2, 2017
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I just don't understand why this is different from the original asset. You can add dForce, magnets, and meshes to the original asset as well as a primitive.
the main difference is, that you can choose the polygon density of a primitive, which leads to a more natural flow. You are only limited by your own hardware in this regard. While most PA assets are more designed with efficiency in mind, which will lead to jagged edges and weird behaviour through the simulation.
 
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5.00 star(s) 13 Votes