After some eight months since I last spent time with the Studio...
Jumbotron
Posts: 276
I've come up with this. Rendered with the latest build of the v4.24 of Daz Studio.
It's basically the raw rendering. The only edit I've made is fixing a tiny pokethrough that was visible on her shirt with Photoshop.
By the way, I don't know why the hair (FE Short Hair Vol 3 for Genesis 8 Male and Female) looks so thin in some areas. I expanded it a bit with one of the included morphs so that it sits better on the character's head. But the fact that it looks so thin bothers me.
2026_04_dark_zelara8.png
2560 x 3840 - 8M
Post edited by Jumbotron on

Comments
I think the hair looks OK. Although I do think you need Fit Control to stretch the T-shirt over the bust.
Thank you for the suggestion, garrett. Even though the t-shirt has a smoothing modifier applied with a higher than normal value of 8 for the smoothing iterations, I guess it still looks kind of bad. That's bound to happen very frequently with characters with large breasts, I assume (and this one's are big indeed). In fact, this is a rework of one of my first renders in Daz Studio, and in the original version, the character was topless (you could call the old version erotic). I'll try playing with Fit Control and/or further tweaking the smoothing iterations value of the t-shirt to get a better looking torso area. If I can't get it right, I can always decrease the size of her breasts, of course. Thanks again.
I'm still trying to get the hang of Fit Control, the parameter names don't make total sense and they're not in a logical order so a lot of it is guesswork at the moment. Actually understanding what each parameter does is proving a trial. The worst bit I've found is trying to keep designs on the front chest area looking correct and not distorted.
Now, the chest area looks better, I think. What I've done is drastically increasing the value of "smoothing iterations" for the t-shirt figure. Then I've rerun the Dforce simulation, which now has taken much more time to get completed, though. One doubt that I have when combining smoothing modifiers on objects and Dforce simulations is if the order matters or not. I prefer running the simulation after setting up the smoothing modifier(s) because that seems more logical in my mind, but maybe it does not matter if the simulation is run in the first place and then we adjust the smoothing modifier(s) as needed?
garrett, although I have Fit Control I've rarely used it, so I'm afraid I can't be of much help in that regard.
You can definitely see the graphics on the T-shirt better now.
Nicely done.
If I get pokethrough, sometimes setting the underneath body part invisible to render is a quick fix ( and means you don't have to photoshop again if you re-render ).It depends if any of that body part needs to show in the render.
Thank you, mmitchell_houston.
That's right, background. I've done that in the past. I tend to forget about those handy tricks, though. And I'm not the most prolific Daz user either, which does not help either. Thanks for the reminder.
For the shirt, if you know your way around a modeler program like Hexagon, Blender, Zbrush, etc, the best way to improve how a shirt drape around the breasts of a character is fixing the problem in an external modeler, by creating a proper morph for the character.
You can also bake the effect of the smoothing modifier into a morph but I only know how to do it if the character is using only one body morph, not multiple. If an item has a lot of details, you'll likely lose some of them after smooting it a lot.
And if you don't want to deal with all that, you can always try to do a 45 frames timeline simulation:
And the last 15 frames will let the simulation stabilize.
Autofollow is not active during a simulation, so the shirt will only have its shape change because the character's breasts are pushing the shirt. Which means that if the character is smaller than G8F, the clothes will end longer than they are, and shorter than they are if the character is taller. If it's too big of a problem, you can play with the scale of the figure, to get the base shape closer in height to your character.
Example using Olympia 9 morph transfered to G8F (this way I'm sure none of my Genesis 8 clothes will have a FBM created for Olympia 9
), which is around ~3-4 cm smaller than G8F, so the shirt is a bit longer when I used a timeline.
Among the three methods shown, the timeline is I think the one providing the best result (it sadly means you'll have to deal with a scene with a timeline, which I personally dislike a lot so I prefer to fix the problem in Blender, at least when fixing it is withing my current Blender skill level).
Single frame simulation:
45 frames simulation:
Single frame simulation with the smoothing modifier effect baked (I did have to dial some morphs from the clothes because with a 50 smoothing iterations, part of the shirt ended inside the character, I likely should have dialed more but it's just to illustrate):
Elor
Thanks for the ideas. Honestly, reading your post I realize that I have so much to learn.
For example, I exported objects to Hexagon only a few times (to try to fix pokethroughs, if I remember correctly). It was through Mr. Versluis's masterclass videos, I think, that I learned about Hexagon to help fix issues we can find in Daz.
But I've never done anything with Blender. Recently, I installed it. My idea was learning about importing objects from Daz to Blender and perhaps trying to render something in the latter to see what I got. But I really never put myself to do it. I don't have much free time these days either to spend it in this hobby, so perhaps it would be best if I keep it to Daz only and just try to get better doing things with it.
I'm curious. Why do you say that you dislike using the timeline in Daz? I've used it sometimes in the past for dForce simulations, some times with better results than others, admittedly.
They are so many things Daz Studio can do and so many differents ways do do something: in a recent scene, I partially fixed how glasses fitted on a character's nose using one dFormer on each the nose pads
which could also have been fixed in Blender or by rigging them, but dFormers did the job nicely.
Jay Versluis has a couple of videos on how to use Blender to fix body morphs for clothes on his excellent Youtube channel: I watched them a couple of time and I also started the donut tutorial a couple of times too but never finished it because I didn't want to make a donut, I wanted clothes that would flow better around a character's body and I learned various ways of doing that while watching other videos and while doing it myself. But it can be time consumming for sure.
If your free time is currently limited, yes, I would also focus on Daz Studio: they are already so many things to learn here, it's honestly more fun to spend time learning how to use it to get closer to what someone wants to render
I don't like timelines because I tend to forget I'm working with one and then I end with a mess of a scene with most of the changes done at the correct frame, before running the simultion, and many small tweaks done at the wrong frame. It's fixable, but that's the reason I don't like using a timeline. As they are simulations that will require one, I keep working with them when I have too.