ptf grungy threads

i would very much apreciate a kind of workflow for "ptf grungy threads"

there are 3 scripts to help in the product but that is not enough for me

and its not really new or me to work with geoshells

so pls some workflow in tiny steps would be so nice

Comments

  • NylonGirlNylonGirl Posts: 2,198

    I'm not convinced it's possible to make this product work. Particularly, I wanted it for what I thought were transparency maps that could be easily applied to the surface of clothing. I've found it doesn't seem to work on the clothing items I've tried it on. And I assume this wouldn't involve geoshells because a geoshell would only be able to add a layer, not able to make part of an existing layer transparent. Maybe I have a fundamental misunderstanding of geoshells or the layered image editor.

  • hfilbhfilb Posts: 64
    NylonGirl said:

    I'm not convinced it's possible to make this product work. Particularly, I wanted it for what I thought were transparency maps that could be easily applied to the surface of clothing. I've found it doesn't seem to work on the clothing items I've tried it on. And I assume this wouldn't involve geoshells because a geoshell would only be able to add a layer, not able to make part of an existing layer transparent. Maybe I have a fundamental misunderstanding of geoshells or the layered image editor.

    I think the geoshells are there for the splatter effects and other overlays. The alpha masks would only work on the base mesh. It's a good try making a product like that, but ultimately clothing UVs are too variable for an preset. At least you can use the alpha masks in photoshop to line up with the clothing maps .

  • davesodaveso Posts: 7,754

    yeah ..this product totally is above my pay grade. Have no clue how to use it. 

  • RuphussRuphuss Posts: 2,631

    the problem is there are lots of presets and i do not know in which order to use them

    this needs a pdf to help

  • RuphussRuphuss Posts: 2,631

    as this is partly a daz product maybe someone official may help here

    or pixeltizzyfit chimes in

  • NorthOf45NorthOf45 Posts: 5,687

    Okay, baby steps. There are several options, as you have noted. Let's start with something simple: Dirty, no geoshell. Select the target of the dirt in the scene and pick a surface from the Surfaces tab. Go to the "Grungy Threads/1 Dirty" folder. You basically need to select a colour and a shape from the shaders. There are 7 colours and 10 shapes, with two LIE examples (we'll get to that later). I prefer to select the shape first, then the colour. You can change either one at any time because the shader presets only modify either the Diffuse Overlay Color or Diffuse Overlay Weight channels.

    The LIE presets use two Shapes at the same time, but that can't be done directly with the shaders, since there can only be one bitmap in a channel. Apply one of the two examples, then open the Layered Image Editor on the Diffuse Overlay Weight channel and you can see that there are two bitmaps loaded. The presets can add one, but the second must be added manually by clicking on the "+" sign, select Add Layer, then Resource, Browse... to the folder with the Shapes. (It would be good to have the folder copied to the clipboard to avoid having to find the actual folder in your library. LIE remembers the last folder you used, not the current folder from which the images came from in the first place).

    Using the geoshell (Create, New Geoshell with the subject selected) does basically the same thing, except instead of setting Diffuse Overlay Weight, the geoshell presets change Cutout Opacity. (You use the colours from the previous folder.)

    Ripped adds Cutout Opacity maps, Wrinkled adds bump, displacement and/or normal maps to the selected surface. To change the tiling of the dirt or rips, click on the bitmap and select Image Editor. Find the tab that says "Instance Tiling" and change the values. This will change only the tiling of the image in this channel, not the whole surface. The scripts in the root folder explain in a little more detail, but you should have a good idea. And don't forget to use Iray preview to see the results.

     

  • NylonGirlNylonGirl Posts: 2,198
    Ruphuss said:

    as this is partly a daz product maybe someone official may help here

    or pixeltizzyfit chimes in

    I think it's more likely they'll kill the conversation like they did that Rynne 8 thread, because it's suggesting a product might not be very good.

    https://www.daz3d.com/forums/discussion/372286/rynne-8-is-here/p3

    But it would be nice if someone could provide specific settings for specific products. It's not enough to say find the parameter and change the values. One could change values all day and not get the right ones. The product description seemed to suggest you could just click on something and it would work. It did not suggest it was just a collection of textures you'd have to sort out as if they were strictly a "merchant resource".

  • thd777thd777 Posts: 945
    edited December 2019

    I quite like the grungy threads. They provide lots of options and I did not find it particularly difficult to use. How well they work will of course depend on the structure of the clothing you apply it to. In my experience items with simple large material zones work best (and you can of course define your own material zone with the the geometry editor). here is an example where I applied grungy threads to the females garment. In this case it was just a couple of clicks using the presets.

    Ciao

    TD

    Roman Equite and Slave.png
    1200 x 1942 - 3M
    Post edited by thd777 on
  • plasma_ringplasma_ring Posts: 1,027
    edited December 2019
    Ruphuss said:

    the problem is there are lots of presets and i do not know in which order to use them

    this needs a pdf to help

    If you're using Smart Content, it might be easier to go into the Content Library and find the product folder under Shader Presets. I've found that complex products will often be organized better there, sometimes with numbers that show you which order to use things in. 

    For this product I've always just applied the presets according to what effect I want, like any shader set--the names used for different things might make them seem more complex than they are. For example:

    • Blood - Select character and choose "Legs" in the Surfaces tab. Apply "GT Shape Soiled" from the 1 Dirty folder and then "GT Colour Plain Blood Dried"
    • Tearing - Select pants and the pants cloth surface in the Surfaces tab. Apply "GT Ripped Denim 02" from the 2 Ripped folder (note that on the left leg the tearing doesn't look 100% realistic because it doesn't know what to do with the leg seam)
    • Wrinkles - Select pants and the pants cloth surface in the Surfaces tab. Apply "GT Wrinkled 01 Light Normal" from the 3 Wrinkled folder
    • Dust - Select pants and the pants cloth surface in the Surfaces tab. Apply "GT Shape Dusty" from the 1 Dirty folder 
    PTF Grungy Threads.png
    526 x 999 - 500K
    Post edited by plasma_ring on
  • RuphussRuphuss Posts: 2,631

    thank you all for trying to help

     i am not new to this kind of working with maps and geoshells

    a program like this should make things easier and i am trying to like it

    there should be a kind of order in the presets and some better explanation about it

     

     

  • fastbike1fastbike1 Posts: 4,078

    @Ruphuss "a program like this should make things easier and i am trying to like it"

    I suspect Grungy Threads is not double click and done because the actual implmentation of the effect is not simple.

  • plasma_ringplasma_ring Posts: 1,027
    fastbike1 said:

    I suspect Grungy Threads is not double click and done because the actual implmentation of the effect is not simple.

    Yeah, it struck me as the type of tool that's designed to bridge the gap between "I wish this worked" and "doable," and with that in mind I've found it to be a really useful product even if the results aren't consistent. Sometimes I just need something to be torn up or look messy quickly, and it doesn't matter if it's not perfect because it's not the focus of a piece. 

     

  • NorthOf45NorthOf45 Posts: 5,687

    It helps to have the UV view in the aux viewport, then you can see where the dirt shapes and rips will overlay the target material(s). You can then adjust position/tiling if needed. The utility poses have pretty much what you would need to move the maps around.

  • Doc AcmeDoc Acme Posts: 1,153
    Ruphuss said:

    the problem is there are lots of presets and i do not know in which order to use them

    this needs a pdf to help

    Quite true.  I just picked up this product & it's assuming a lot previous knowledge on the users end.  I've never used the LIE or GeoShells, mostly due to the lack of or widely scattered docs. The products "Documents" tab is a bit misleading too; those shouldn't be DUF's that error when you try to open them. No vids on YouTube that I could find either.

    I'll be back at my main system next week so will explore & experiment then. Fortunately, we've NorthOf45 lurking so I can pick his brains when the time comes. wink

     

  • HylasHylas Posts: 5,222

    I also just purchased this product. I have some experience with LIE and geoshells. Will report back.

  • MelissaGTMelissaGT Posts: 2,611

    I love this product...it has made it so much easier for me to add wear to clothing and so much more. I think I spend more time making a scene look properly lived in than anything else and this is such a wonderful tool to help speed that process up. I couldn't recommend it more, along with KA's various decal producs...use them separate use them together, use them religiously!

  • GordigGordig Posts: 10,599
    edited February 2020

    I bought this a little while back, and while it didn't work for what I was trying to do at the time (it's clearly meant to be used on shirts and pants, and I was trying to use it on a dress), I had no problem getting it to work.

    Post edited by Gordig on
  • nemesis10nemesis10 Posts: 3,755
    edited February 2020

    I realize I have barely used the product but:  

    1. Select the garment you want to alter
    2. Go to the Surface tab and select the surfaces you want to change
    3. Go to the Content Library tab, find the Content Library>PixelTizzyFit> Grungy Threads>"various folders" and decide what attributes you want to change such as wrinled or torn
    4. Apply the appropriate shaders
    5. If you want to get extra fancy, create a geoshell of the garment (DazStudio>Create>create new geoshell in the main menu of Daz Studio), select the geoshell surface, apply one of the Dirty (geoshell) shaders to the geoshell surface
    6. Render

    Remember that they are shaders and not material presets so you can't just click and apply. Only one set of settings are for geoshells...  Other than that, there is nothing complicated in the set.  There is no L.I.E. settings.

    Post edited by nemesis10 on
  • HylasHylas Posts: 5,222
    edited February 2020

    Gallery link

    So, I took a look at the "dirt" options, not yet at the "torn" option. I could make it work fine, although it took me a second and I'm coming into this having some basic knowledge of opacity maps, geoshells, LIE, and diffuse overlay. Don't know what I would have made of this product if I got it earlier in my personal DAZ history.

    I first tried to apply the dirt as a diffuse overlay directly onto the surface of the character and her clothes. That didn't work, I haven't figured out why. Then I applied the dirt on a geoshell and that worked fine. I quite like the results!

    The seams of the UV are an issue, as expected. I did some minor post work on the picture above. Here's how her thighs originally looked:

     

    Doc Acme said:
    The products "Documents" tab is a bit misleading too; those shouldn't be DUF's that error when you try to open them. No vids on YouTube that I could find either.

    I had no problems opening the various PDFs directly from DAZ. They contain some basic instructions. Perhaps something with your installation went wrong?

     

    Freebie credits:
    Tree by Dinoraul: https://www.renderosity.com/mod/freestuff/drytreedr/67615
    Pose Converter by MCphylyss: https://www.sharecg.com/v/89846/browse/8/Script/Daz3d-Pose-Converter-Standalone
    Makeup by Aprils Vanity: http://shop.aprilsvanity.com/flo-makeup-for-genesis-8-females.html

    Bildschirmfoto 2020-02-29 um 09.33.37.png
    437 x 133 - 117K
    Post edited by Hylas on
  • HylasHylas Posts: 5,222
    edited February 2020

    Gallery link

    This time I managed to apply the mud as a diffuse overlay, don't know what I did differently from last time. Opacity and bump maps also are working fine.

    This is fun! The trousers don't look so hot up close like this, but I think the tshirt came out pretty great. That's the very basic tshirt that comes with G8 essentials.

    Freebie credits:
    Industrial Scene by ericdesign: https://www.deviantart.com/3dericdesign/art/indoor-industriel-free-scene-109597142
    HDRI by zbyg: https://www.deviantart.com/zbyg/art/HDRi-Pack-2-103458406
    Pose by noone (NSFW link): https://www.deviantart.com/noone102000/art/FREEBIE-ENF-Embarassed-Naked-Female-Poses-754402395

    Post edited by Hylas on
  • davesodaveso Posts: 7,754

    i've returned many such products as it seemed to make workflow much more diificult overall. There is another one just released for G8
    M that is much the same, using geoshells, etc ... 

    I will say I finally got some tears applied to clothing, not really in the correct place, but tears. 

    Hylas said:

     

    Gallery link

    This time I managed to apply the mud as a diffuse overlay, don't know what I did differently from last time. Opacity and bump maps also are working fine.

    This is fun! The trousers don't look so hot up close like this, but I think the tshirt came out pretty great. That's the very basic tshirt that comes with G8 essentials.

    Freebie credits:
    Industrial Scene by ericdesign: https://www.deviantart.com/3dericdesign/art/indoor-industriel-free-scene-109597142
    HDRI by zbyg: https://www.deviantart.com/zbyg/art/HDRi-Pack-2-103458406
    Pose by noone (NSFW link): https://www.deviantart.com/noone102000/art/FREEBIE-ENF-Embarassed-Naked-Female-Poses-754402395

     it all looks pretty good to me. i like it. I bought this awhile ago and need to really get crackin with it

  • MelissaGTMelissaGT Posts: 2,611

    Keep in mind that if you use bump/normal/top coats for your base texture, you'll want to do all the dirt, etc via geoshell so that won't mess up your skin or other textures. Even so, I prefer geoshells because I can control the overall opacity and customize to my heart's content. 

    Lot of PTF Grungy Threads above and below. There are also numerous KA decals, such as the blood on the sword and ash on the Sith's armor.

  • HylasHylas Posts: 5,222
    edited March 2020
    daveso said:
     

     it all looks pretty good to me. i like it. I bought this awhile ago and need to really get crackin with it

    Thanks!

    (I bought dForce Magnets forever ago and I haven't even looked at it once, lol...)

    Ok, one last one:

    @Gordig: It works fine on this dress... of course I don't know what exactly you were trying to do...

    Gallery link

    Freebie credits:
    Gown by Chris Cox: https://www.renderosity.com/mod/freestuff/rabbit-dress-for-g8f/83866
    Stilettos by Vorlath: http://www.sharecg.com/v/90094/browse/21/DAZ-Studio/G8F-Stiletto-High-Heels-Sandals
    Pose by Zeddicuss: https://www.zed3d.com/shop/sexy-poses-01-10-complied-g3f-2/

    Pose Converter by Agent Unawares: https://www.deviantart.com/agentunawares/art/G3F-to-G8F-World-s-Greatest-Pose-Converter-709591348

    Post edited by Hylas on
  • ThyranqThyranq Posts: 589

    Y'll just bumped this product WAY up in my wishlist priority lol

  • n.aspros123n.aspros123 Posts: 332

    Do you have to create a GeoShell for each partts of the character?

Sign In or Register to comment.