Mist Walker G8F
What need has the Mist Walker of petty garments of mere cloth and metal? Nothing can touch her unless she wills it. She clothes herself in the sky. If she wishes, she can surround herself with poisonous gas, or smoke, or the awful Blood Fog.
A model of a wearable cloud of mist, in a Sky Goddess style, rigged in DAZ Studio for Genesis 8/8.1 Female. This model uses the Iray Simple OpenVDB MDL Volume shader, included in D|S 4.2 and later versions, applied to a base mesh and two concentric inner geometry shells in different intensities and settings, for the total effect of a misty cloud surrounding the character's body that covers roughly what a bikini would cover. See readme for more info!
Download: RenderHub (login required)
Download: Google Drive
Comments
Been trying to get that stupid vdb shader to work for ages, finally got something nice out of it. Enjoy :)
I have been thinking about how to do something like this for such a long time, lol. A whole lot of experimation!
and thank you
Nice, and could be used manually placed too.
When I tried to load it, I encountered a 'Missing files' error:
Looking at the folder structure, Mist_Walker_5670.dsf is currently in '/data/Excessive/Mist Walker/' (only one Mist Walker directory).
Dang it
Fixed, thank you for pointing that out (50+ people had already downloaded it, sigh)
That was fast
Sorry, I found another error: the H.Mats presets don't load on G8F.
They do work on G8.1F, so my guess is you saved them on a Genesis 8.1 figure.
If someone is in a hurry to fix them and can't wait for Squishy to fix them, the easiest way to fix them is to uncompress all H.mats presets files and batch replace 'Genesis8_1Female' by 'Genesis8Female' with a text editor capable of doing search and replace in all files in a folder.
God that whole gimmick of writing an unrelated figure name into material files is dumb as shit. Thanks for the info, I'll fix it shortly.
e: Fixed, thank you
I was expecting a vampire.
Yeah well "Sky Walker" has some unnecessary baggage of its own
What a pity this shader doesn't accept an opacity map or color map for any of the channel inputs, that would be so nifty
Setting independant values for the absorption of each element of the outfit (the main part and the two geoshells) can lead to interesting result though.
the hand illumination map is placeholder, I am going to design something like little electric spark lines, but this is going somewhere.
yesssssssss.
Just a quick thank you Squishy!
You make some pretty cool stuff, and are a blessing to the community!
I doff my floppy hat in your direction!
you're welcome, please enjoy