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What do you hope to see in 2014?
Posted: 31 December 2013 09:33 PM   [ Ignore ]   [ # 121 ]
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Ledhead - 31 December 2013 08:12 PM
Jaderail - 31 December 2013 08:01 PM
Ledhead - 31 December 2013 07:44 PM

I’d like to see me getting back into Studio and enjoying some wonderful conversation (if that’s what it’s called) with some wonderful people.

Howdy!! you been lurking way to long, post and replies shall follow.

No lurking. First time I’ve been here since whenever it was I stopped posting. How ya been Jader?

Well they stupidily made me a Admin… So I think I been posting way to much. Glad to see you back.

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Posted: 08 January 2014 04:11 AM   [ Ignore ]   [ # 122 ]
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lee_lhs - 30 December 2013 07:31 AM

World peace! grin

https://www.facebook.com/clickworldpeace

I love that two people said world peace because thats what I do with most of the pictures I make.

Hope your New Years is going brilliantly.

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Posted: 08 January 2014 06:46 AM   [ Ignore ]   [ # 123 ]
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Kyoto Kid - 28 December 2013 04:36 PM

...as to fish I’d like to see more common native fresh water varieties like Trout, Pike/Muskellunge , Sunfish, Catfish, and Lake Sturgeon as well as Salt water ones like Salmon, Tuna, Groupers, Loaches, Herring, and Carp.

...and how about “realistic” crustaceans like Crabs, Lobsters, and Crayfish?

...might as well throw in mollusks too.

That sounds good! I wanted to make some aquarium renders, but the fish for sale are not suitable for that. I found some freebie species like fighting fish (Betta splendens), but they’re for 3DS. I managed to convert the prop (the fighting fish wasn’t posable) using some free converter, but the application can texture it back only when there’s a single texture file. I was fortunate enough to have a single JPG, but I guess the others may have several files, which would cause problems. I’m also surprised there are no decent goldfish (if any) or koi carps. Catfish, trouts, sardines…

icprncss - 28 December 2013 04:26 PM

If you have the original DAZ Gorilla (not the one for Genesis), the Kong Pack which gives you more realistic textures and add ons is on sale at Renderosity for $3.50.

Wow, thank you. Could you be so kind and send me the link through an e-mail please?

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Posted: 08 January 2014 07:08 AM   [ Ignore ]   [ # 124 ]
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The DAZ TOS do not allow us to link to competing sites.  That’s why you see members mention vendors and sites but don’t give links.

It would only be removed if posted it.

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Posted: 08 January 2014 07:19 AM   [ Ignore ]   [ # 125 ]
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True Rigidity function for Daz Studio would be probably at the top of my list so that clothing could be easily created with non-deformable buttons.

Current rigidity maps only prevent deformations of the mesh when the parent mesh morphs. In order to have weight maps not deform the item you have to manually fill every polygon of the rigidity zone with the average of the values of every weight map that affects the zone. Since most buttons on an outfit are in the torso this means they could be influenced by dozens of weightmaps. This means it can take several hours of trial and error to get a single button to not deform when the figure moves.

I have an outfit I’m working on with around 24 buttons in the chest area. It would take weeks to manually make them all rigid (this is why so many products for Daz Studio have buttons in the chest that distort when you move the torso, it’s just too much work to make them truly rigid).

To automate this would be one of the easiest functions to implement yet all these years of Daz’s existence and True Rigidity is still absent.

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Posted: 08 January 2014 08:01 AM   [ Ignore ]   [ # 126 ]
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ghastlycomic - 08 January 2014 07:19 AM

True Rigidity function for Daz Studio would be probably at the top of my list so that clothing could be easily created with non-deformable buttons.

Current rigidity maps only prevent deformations of the mesh when the parent mesh morphs. In order to have weight maps not deform the item you have to manually fill every polygon of the rigidity zone with the average of the values of every weight map that affects the zone. Since most buttons on an outfit are in the torso this means they could be influenced by dozens of weightmaps. This means it can take several hours of trial and error to get a single button to not deform when the figure moves.

I have an outfit I’m working on with around 24 buttons in the chest area. It would take weeks to manually make them all rigid (this is why so many products for Daz Studio have buttons in the chest that distort when you move the torso, it’s just too much work to make them truly rigid).

To automate this would be one of the easiest functions to implement yet all these years of Daz’s existence and True Rigidity is still absent.

I often have the same problem. It would be great if there was some kind of tool for creating buttons.

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Posted: 08 January 2014 03:39 PM   [ Ignore ]   [ # 127 ]
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ghastlycomic - 08 January 2014 07:19 AM

True Rigidity function for Daz Studio would be probably at the top of my list so that clothing could be easily created with non-deformable buttons.

Current rigidity maps only prevent deformations of the mesh when the parent mesh morphs. In order to have weight maps not deform the item you have to manually fill every polygon of the rigidity zone with the average of the values of every weight map that affects the zone. Since most buttons on an outfit are in the torso this means they could be influenced by dozens of weightmaps. This means it can take several hours of trial and error to get a single button to not deform when the figure moves.

I have an outfit I’m working on with around 24 buttons in the chest area. It would take weeks to manually make them all rigid (this is why so many products for Daz Studio have buttons in the chest that distort when you move the torso, it’s just too much work to make them truly rigid).

To automate this would be one of the easiest functions to implement yet all these years of Daz’s existence and True Rigidity is still absent.

I’m currently working on a jacket with a belt buckle, rivets and buttons.  My two best friends have been the flood fill and the smoothing brush.

Flood fill works for things like the buckle that can’t deform at all.  It is tedious, but if you select all the polygons of the buckle using the Polygon Group Editor Tool you can then activate the weight map brush right click and flood fill the weights for your currently selected map.  I recommend flood filling to the lowest bone in the hiearchy that should have influence, usually the hip but not always and then pulling from there onto the other bones.

For things like buttons you don’t need to flood fill them.  Just set the size of your smoothing brush so that the inner circle is the same size as the button itself and set the sensitivity pretty high (75-100) and smooth each button on each map.  Still tedious, but not as tedious as weighting each polygon individually.  This will also ensure that the buttons still move with the shirt.

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Posted: 08 January 2014 05:10 PM   [ Ignore ]   [ # 128 ]
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Depending on how the item is modelled, selecting one polygon on a button or buckle and then hitting cmd/ctrl-* to select all connected might make life easier.

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Posted: 08 January 2014 05:29 PM   [ Ignore ]   [ # 129 ]
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Another thing I hope works out much better for us ALL in 2014 is when the forums are replaced it’s the home we are all hoping for in every aspect. 

Themes or coloring options being at the top of the list for many
No log outs
Consistent connectivity with fast loading pages
Full transfer of all the posts from these forums since there is SO much good info here
Fantastic Search capabilities with Advanced Search options
No loss of EMail notifications unless the END USER wants to unsubscribe.  This “Smart software” solution for not sending out notifications is bunk and not smart in the least, more annoying than anything else in MANY end users eyes. 

Seems more folks are abandoning these forums or coming here allot less.  Hopefully DAZ wants to try to turn that around. 

Thanks!

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Posted: 08 January 2014 06:57 PM   [ Ignore ]   [ # 130 ]
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- The elimination of get XX% off *these*, but only if you by *this* and other similar sales. 9 times out of 10 I want items under *these*, but never want *this*.

- For Hexagon to get put back into the dev cycle and to become an actual competitor in the modeling world.

- For Daz content to work more natively in Poser without the importer (probably more of a Smith Micro thing).

- Streamlined folder structure of Genesis PoserCF content (Ex.- as it stands, it’s likely to find clothing under Daz Genesis, Genesis, or somewhere else entirely).

- Backwards compatibility among UVs/Clothing (G2F skins on V4 anyone?). In the long run I think this could help sales GREATLY.
The clothing can be done *somewhat* painlessly in PP2014 in the Fitting room, but not that I know of in DS.

- To have more Stonemason stuff in my runtime. raspberry

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Posted: 08 January 2014 07:28 PM   [ Ignore ]   [ # 131 ]
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to make more stuff smile

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Posted: 09 January 2014 08:27 AM   [ Ignore ]   [ # 132 ]
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to have more money to pay for Stonemason stuff - and to have more time to render it all.

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Posted: 09 January 2014 09:13 AM   [ Ignore ]   [ # 133 ]
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I’d really like some kind of figure-neutral parenting “anatomy” object for female breasts. Use it and it would just span the gap between breasts so that when we do collisions on clothing it wouldn’t cling to the figure without buying tons of fixes and doing trial and error (I just made a post about getting genX and sadly the breast-gap fixes for genesis don’t work well with the transferred morphs unless I go back and look at what was dialed in.

Tl;DR: I want an an object I can parent to figures to fix physics issues in clothing.

Or a dynamic cloth room a la Poser. I can dream, can’t I?

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Posted: 09 January 2014 10:03 AM   [ Ignore ]   [ # 134 ]
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Paradigm67 - 09 January 2014 09:13 AM

I’d really like some kind of figure-neutral parenting “anatomy” object for female breasts. Use it and it would just span the gap between breasts so that when we do collisions on clothing it wouldn’t cling to the figure without buying tons of fixes and doing trial and error (I just made a post about getting genX and sadly the breast-gap fixes for genesis don’t work well with the transferred morphs unless I go back and look at what was dialed in.

Tl;DR: I want an an object I can parent to figures to fix physics issues in clothing.

Or a dynamic cloth room a la Poser. I can dream, can’t I?

Yep, a true dynamic cloth room in DS would be most welcome!! For chest span, I would love this morph also. V3 had it, bring it back. I get good results with a deformer most of the time and it’s not hard..

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Posted: 09 January 2014 10:08 AM   [ Ignore ]   [ # 135 ]
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FSMCDesigns - 09 January 2014 10:03 AM

Yep, a true dynamic cloth room in DS would be most welcome!! For chest span, I would love this morph also. V3 had it, bring it back. I get good results with a deformer most of the time and it’s not hard..

While a morph that filled in the gap would work, I was thinking more along the lines of an attach-able anatomy object that does the same thing. A good example are the genital props. If you apply them with the correct textures they are seamless and when you collide something with the parent figure, the child anatomy object is also collided with.

So just do what they do with the gens but with a chest-cover. I don’t mess with the gens very often, but they seem to handle all types of body sizes well, so I’m sure they could be a “fit to” conversion for pretty much any figure.

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