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Comments
Most of my splats and dirts are decals. I assume decals won't work.
You can set scale min and scale max, and DS 6 only, I've tried to make it work for DS 4,but DS 4 is too old and slow for the way I do things.
No release date yet, and if I had one I could not disclose it anyway, but before xmas is all I can say....
Ok that's cool. I've built a third PC primarily for DS6 and offline use anyway so I'll still purchase it. Ideal Christmas present for myself
This was made using Ecology Painter when we were testing it and making add ons ( there will be several of those} - in this case I painted my climbing rose scatters on to genesis 9 , her hair and clothing. As you can see no surface goes unpainted with this product. Its very powerful, versatile, with scaling for each item painted, and lots of options on how they paint on to UV mapping of objects.
Very impressive. Not as fancy, but could you turn a cone primitive into a bouquet?
the biggest disadvantage to DAZ studio compared to Carrara for example with these replication/instancing functions
is they are only static
Carrara surface replication follows the surface rigged, morphed and cloth simulated
DAZ Studio simply cannot do this
so as lovely as the flowers painted on looks, she cannot move
not a criticism of the plugin but of DAZ Studio just to be clear
is a shame it lacks surface replication instead it's simply instances distributed to match a surface at that point in time,
but I do think someone can solve this simply
because Strandbased hair, even with the editor everyone can use
Does follow the morphed, rigged and simulated surface
I wouldn't say DAZ Studio is incapable of this, although its existing instancing tools generally don't provide the same automatic surface-following behavior as Carrara's surface replicator.
The native DAZ Studio SDK exposes evaluated geometry through `DzObject::getCachedGeom()`, along with geometry update notifications and individual instance transforms. DAZ also has Rigid Follow Nodes, which demonstrate that surface-associated attachments can follow rigging and morphs.
I've encountered related challenges developing native plugins such as Nature Tools DS and Voronoi Shatter Tool. Nature Tools can distribute very large populations of instances efficiently, while Voronoi Shatter demonstrated how to generate geometry, track transforms, and bake animation.
The missing component is a persistent relationship between an instance and its attachment point on a deforming surface.
One potential solution would be to store each instance's polygon association and barycentric coordinates, then recalculate its position and orientation from the evaluated mesh as the figure moves, morphs, or undergoes simulation.
This is technically plausible, but it isn't necessarily a simple fix. Maintaining correct evaluation order, handling simulation caches and topology changes, and updating thousands of instances efficiently are substantial engineering considerations.
Strand-Based Hair demonstrates that DAZ has specialized systems for following deforming surfaces. Extending similar behavior to arbitrary instanced props is a different problem, but not one I'd consider fundamentally impossible.
The other major concern would be performance. My experience developing native DAZ Studio plugins has shown that the computational work isn't always the bottleneck. DAZ Studio's scene evaluation, transform updates, and viewport synchronization can become considerably more expensive than the calculations themselves.
Static instancing is efficient precisely because those placements don't need continuous updates. Attaching thousands of instances to rigged, morphed, or simulated geometry introduces an entirely different performance problem.
While the SDK makes such a system technically conceivable, getting it to perform acceptably particularly with dense scatter populations or dForce simulations would be a substantial challenge.
Another example of items painted on to a christmas tree. Also coming soon. Just to give you an idea of the versitility and accuracy when items such as the christmas ornaments and light strings here are set up properly.
You are able to do in a few mins what would have taken hours to do manuualy and get a far superior look to anything just scattering objects could achive. Ecology painter also takes in to account the transparenv mapping on an objcet too!
The image is on a non-public host, so we are not seeing it.
Am I late to the party?
You know whats amazing to be able to just paint onto anything? Christmas ornaments :)
Merry Humbug! It looks great!