Creating a mould in a scene

I want to create an impression in a solid surface of one object of that of another figure. This would be sort of like a mould.

Any suggestions as to how to go about doing this?

Thank you!

 

Comments

  • Griffin AvidGriffin Avid Posts: 3,817

    I would look at this and read all the threads about it.

    https://www.daz3d.com/simtenero-shape-reprojector

  • SixDsSixDs Posts: 2,384
    edited October 2018

    A very quick and easy way of doing this involves using collision. Simply select the object that you want to create the impression in, then go to Edit > Object > Geometry > Apply Smoothing Modifier. Now, with the object still selected, go to the parameters tab and, under Mesh Smoothing, select the item in your scene that you want to create the impression. You can now move either the source or target objects to collide as desired with the other. To tweak the results, hide the object that created the impression to reveal the indentation made by it in the other, and use a combination of iterations set using the Smoothing Iterations and Collision Iterations sliders in the parameters tab to adjust the results as needed. Finally, to save your results for later use, if desired, hide everything in the scenne except your newly-indented item, and, with it selected (select any surfaces you want incuded under the Surfaces tan as well), choose File > Export > Wavefront Object and give it a unique name and save it somewhere logical. You should now have a new prop with your indentation in it that can be used whenever you wish.

    Below is an example of the technique in use, with G8F doing a face plant into a cushion (just made from a primitive cube), and leaving a permanent impression. For a little more realism, you can also add a DFormer to the cushion to create an indentation around the edges as well (image 4).

    G8FFacePlant1.jpg
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    G8FFacePlant2.jpg
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    G8FFacePlant3.jpg
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    G8FFacePlant4.jpg
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    Post edited by SixDs on
  • Syrus_DanteSyrus_Dante Posts: 983
    edited October 2018

    SixDs saied:

    Below is an example of the technique in use, with G8F doing a face plant into a cushion (just made from a primitive cube), and leaving a permanent impression.

    This is a great detailed explanation no question and a funny example it seems she had done this a couple of times before because her nose became quiet flat. Maybe the cusion wasn't that squishy by the first try. This is leaving a permanent impression on me.wink

    Seriously it is not quiet obvious that a thing called Smoothing Modifier does also calculate collisions, since I had this aha moment and found how to 'bake' the collision into a morph shape I use this for various things. Just use the Morph Loader Pro to load the OBJs and you can create various indentations on the cusion with morph sliders.

    Something I'd like to add so others can recreate this example. You should mention that you had to subdivide the primitive cube base geometry a couple of times otherwise this wouldn't work.

    You can use the SubD Modifier for that but the Smoothing Modifier only collides with the Base mesh of the cusion. Actualy it needs a quiet high View Resolution Level for getting this detailed face impression. From what I know the both modifiers don't work in conjunction. In simple words first the Smoothing Modifier collision then the SubD Modifier takes place. I sometimes forgot this fact as I explained this method before. In other 3D software you can turn around the order of the modifiers to calculate.

    So first Create > Primitive > Cube, then select Cube Edit > Geometry > Convert to SubD, Parameters pane General > Resolution turn up the View Resolution Level, optional: change Draw Style to Wire Texture Shaded to see the subdivisions, hide anything else but the cube File > Export > Wavefront Object, File > Import > Wavefront Object, select imported highRes cube Edit > Object > Geometry > Apply Smoothing Modifier and finaly Parameters pane General > Smoothing property Collision Target choose figure. Now the face plant should work with no serious injuries and dosn't end up like banging the face to a solid wall.

    (select any surfaces you want incuded under the Surfaces pane as well)

    This dosn't make sense to me. The OBJ Export Options define if surfaces gets exported. See the checkmark on Write - Surfaces - Material Library: Original Maps. With those settings showen below you get the geometry imported back to DazStudio like you exported it with Face Groups and Surface Groups. Sorry if it seems like I spam the forum with this picture but I think people should know how to use the OBJ export.

    Post edited by Syrus_Dante on
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