Toying around with DAZ<>MD (12 in my case), and found it became quite usable since I last meddled around with it.
Given you have to use a rather capable rig, there is no need anymore to reduce the resolution beforehand, you don't need to hide unwanted objects or something like that.
Just select what you want to export, chose the appropriate scale and settings, import it as what you want it to be in MD, set your numbers, simulate and export. Then import in DAZ again, give it texture - voila!
My rig is a Core i9-9900K/3.60GHz, 64GB, GTX3060(12GB) on W10.
I can run DAZ and MD at the same time, so I can import/export as much as I like.
What you can NOT do with my approach, is directly use the simulated cloth again in DAZ as the original cloth, so no more morphs, no dForce and no directly using the provided mats. But you can easily transfer the mat of the "source"-cloth to the resulting obj.
Also, using "unwelded" cloth results in the cloth falling apart while simulating.
Depending on what you want to create specifically, this approach works really well. For me at least.
So, I slapped together a little "animation" with gimp, the base being my playing with the above method.
Toying around with DAZ<>MD (12 in my case), and found it became quite usable since I last meddled around with it.
Given you have to use a rather capable rig, there is no need anymore to reduce the resolution beforehand, you don't need to hide unwanted objects or something like that.
Just select what you want to export, chose the appropriate scale and settings, import it as what you want it to be in MD, set your numbers, simulate and export. Then import in DAZ again, give it texture - voila!
My rig is a Core i9-9900K/3.60GHz, 64GB, GTX3060(12GB) on W10.
I can run DAZ and MD at the same time, so I can import/export as much as I like.
What you can NOT do with my approach, is directly use the simulated cloth again in DAZ as the original cloth, so no more morphs, no dForce and no directly using the provided mats. But you can easily transfer the mat of the "source"-cloth to the resulting obj.
Also, using "unwelded" cloth results in the cloth falling apart while simulating.
Depending on what you want to create specifically, this approach works really well. For me at least.
So, I slapped together a little "animation" with gimp, the base being my playing with the above method.
Today's horror genre render is a simple one, looking at psychological horror. While rarely outright "horrific" compared to other genres, psychological horror tends to replace the monsters and killers with the protagonist's own mind, often as their life begins to unravel. It explores the mind and the monsters it can conjure and plays on our fears. Its the horror of insanity and how the protagonists themselves are often the root cause of their suffering. Most famously seen in the Silent Hill series, where all the enemies the player encounters are facets of the protagonist's faults/sins.
Our protagonist wanders an abandoned asylum and is haunted by visions of horrific events that may have taken place in the asylum. Are these memories or hallucinations? And what has drawn him to this place? And why does he keep seeing himself in these visions?
While my previous renders had full body shots with the monster looming in the background this time around, I went with a close up, I took some inspiration from the Medium (2021) and Marianne's altered appearance when she uses her ability to traverse the spirit world to give the protagonist's shadow self a slightly more otherworldly look to them.