Does Daz do 'boolean?'

Why I ask is I want to somehow use these free tracks in some snow for my current book project and post isn't likely to work as well as doing it in scene, but I keep seeing the word 'boolean'.

 

http://www.sharecg.com/v/24855/3d-model/Animal-Tracks

Comments

  • Kendall SearsKendall Sears Posts: 2,995
    edited July 2016

    You can use maps to add footprints.  Displacement maps work well if you need lots of detail.  Just make the maps biased to the negative side (so it punches inward), and apply it to your channels.

    Kendall

    Post edited by Kendall Sears on
  • WillowRavenWillowRaven Posts: 3,787

    I really have no clue where to place the tracks in surfaces on this terrain ... it's too big for me to guess, either. I don't need a lot of details, but the ground does have a lot of dips and valleys and I want to control placement ...  http://www.daz3d.com/forest-winter

  • srieschsriesch Posts: 4,243

    Studio doesn't have booleans. However Studio does do displacement.  Perhaps you could render the objects colored black directly down from the top with a white background, then use that as your displacement map.

    Or, use an image editor to copy the shape off your render, then use it as a brush to stamp onto a new displacement map canvas, easier than trying to arrange a bunch of footprint objects perhaps.

  • Kendall SearsKendall Sears Posts: 2,995

    I really have no clue where to place the tracks in surfaces on this terrain ... it's too big for me to guess, either. I don't need a lot of details, but the ground does have a lot of dips and valleys and I want to control placement ...  http://www.daz3d.com/forest-winter

     

    LIE and trial-and-error.  I don't have that product and don't know how his maps are laid out.  But you should be able to determine which maps to use as a pattern by using the surfaces.  You can also use the PGE to create new surfaces to specific polygons and apply your own maps onto those.

    Kendall

  • WillowRavenWillowRaven Posts: 3,787

    PGE?

    Would I select the polygons the same way I would to hide poke-through?

  • Kendall SearsKendall Sears Posts: 2,995

    PGE = Polygon/Geometry Editor.  It looks like a pencil on a grid.  It is quite powerful and has many uses.

    Kendall

  • JonstarkJonstark Posts: 2,738

    Sure Daz does booleans... in Daz Carrara.  But if you meant in Daz Studio...  well I honestly don't know.   :)

  • No!!!

  • JonstarkJonstark Posts: 2,738

    Oh and I think Daz Hexagon does boolean too, and since there's a bridge ot Studio, that might be ideal  :)

    I couldn't resist, so I looked up Daz Bryce too, I know it has some modeling capabilities, but I didn't see boolean listed, however it might be in there too (I own Bryce but have never really used it yet).

    So there's lots of Daz boolean capabilities out there  :)

  • Peter FulfordPeter Fulford Posts: 1,325
    Jonstark said:

    I couldn't resist, so I looked up Daz Bryce too, I know it has some modeling capabilities, but I didn't see boolean listed, however it might be in there too (I own Bryce but have never really used it yet).

    Bryce does boolean big time. Possibly the biggest modelling tool it has, especially for its own primitives.

  • Kendall SearsKendall Sears Posts: 2,995
    Jonstark said:

    Oh and I think Daz Hexagon does boolean too, and since there's a bridge ot Studio, that might be ideal  :)

    I couldn't resist, so I looked up Daz Bryce too, I know it has some modeling capabilities, but I didn't see boolean listed, however it might be in there too (I own Bryce but have never really used it yet).

    So there's lots of Daz boolean capabilities out there  :)

    I'm pretty sure that she doesn't want the levels of effort that using hexagon to boolean footprints into existing geometry is going to entail.

    Kendall

  • IvyIvy Posts: 7,165
    edited July 2016

    Hi WillowRaven

    I've used those 3d Objs a few times in renders. I just import them as Poser Objs into the scene and then retexture them in the surface tabs .  here a  pictures of it

      when you place foot print obj in the snow make the scale fatter with width in the snow  and reverse scale you foot steps objs and aligned them in the snow as needed . I then just used Photoshop afterwards to blend the snow.with the foots steps I hope that help

     it just take a little practice.  

     

    Post edited by Ivy on
  • WillowRavenWillowRaven Posts: 3,787

    I'm pretty sure that she doesn't want the levels of effort that using hexagon to boolean footprints into existing geometry is going to entail.

    Kendall

    You know me so well, Ken ... :D

  • WillowRavenWillowRaven Posts: 3,787
    Ivy said:

    Hi WillowRaven

    I've used those 3d Objs a few times in renders. I just import them as Poser Objs into the scene and then retexture them in the surface tabs .  here a  pictures of it

      when you place foot print obj in the snow make the scale fatter with width in the snow  and reverse scale you foot steps objs and aligned them in the snow as needed . I then just used Photoshop afterwards to blend the snow.with the foots steps I hope that help

     it just take a little practice.  

     

    That looks awesome ... but I'm not understanding your instructions well.  A little more help?

  • IvyIvy Posts: 7,165
    edited July 2016

    Because you said you were working with forest winter  this is the back ground set i used.

    Picture 1) import file. Go to the top of the studio program select file,  scroll down to Import,   click it and a pop up menu will come up,   select your obj foot pint file you want to import.  and click okay

    picture 2) with these foot print models  you can select The scale import size As Daz Studio 1unit = 1cm  this sizes your foot pint to th e proper size.

    picture 3 ) select the track obj and re scale it to make it fat or higher and place it in the snow as you desire.

    picture 4) select track obj and seltect the surface tab and add the texture or paint it as you desire

    Picture5) is a render of the objs using 1 distand light source. .. you can then do post work  to blend these in better . 

    these are just basic steps

    1.jpg
    1919 x 1199 - 313K
    2.jpg
    1659 x 1145 - 253K
    3.jpg
    1900 x 1098 - 208K
    4.jpg
    1888 x 1091 - 224K
    render.jpg
    1920 x 1080 - 62K
    Post edited by Ivy on
  • WillowRavenWillowRaven Posts: 3,787

    Thanks for all of that, Ivy.

    How do you get them to look like impressions vs raised prints, though?

  • IvyIvy Posts: 7,165
    edited July 2016

    I had to make the ground fat by scaling that like the foot prints. and i used a transmap & deformer for the deep well shadow look  for my texture of the foot print.

    I did it in photoshop cs5 and I used Ron's Magical Snow & Ron's Winter Collection brushes out of the Rons winter bundle  I do no longer have the raw photoshop file but i think it was around 8 layers to complete the scene .

    Post edited by Ivy on
  • IvyIvy Posts: 7,165
    edited July 2016

    if you need other foot prints for snow I can't post the link here at daz.   but at rendo "Coflek Gnorg" has a "let it snow" prop set that has deep well foot prints  that work in both daz and poser. that maybe useful to you as well if your not very good working with photoshop brushes.

    Post edited by Ivy on
  • WillowRavenWillowRaven Posts: 3,787

    I have those brushes, too. 

    I'm going to give it a shot :D

    Thanks, :D

  • IvyIvy Posts: 7,165

    Good luck my friend :)

  • Kendall SearsKendall Sears Posts: 2,995

    It'd be easier to do the negative displacement. :)

    Kendall

  • DraagonStormDraagonStorm Posts: 748

    Or you can use deformers

Sign In or Register to comment.