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Did you assign a material to the object in Blender? If you expand the tab that says turbante under currently used you will see whether you did or not. If it says none you might wanna go back to blender and give it a material. Other than that I have no idea what could be causing the blackness. Are you rendering on the highest quality?
That looks good for what is shown. What is the settings for one of the gray surfaces, not just the "Multiple".
If a surface is black diffuse, and reflective, and there is nothing to reflect... that is lit by a light (not the headlamp), That may do it.
Also what is in the "Parameters" tab under "Display"?
(EDIT)
I don't think it is the Display settings. I've duplicated it tho, with the "Staff Of Render Hell". I pure miror surface with a pure black difuse backing.
Thanks a lot for the patience guys.
That options were on already.
I think I just duplicated it... Let me do one more with all the lights pulled from the scene, except the "Headlamp".
Nothing to reflect, and no lights to illuminate it other then the headlamp, and presto.
The black part of the staff, is supposed to be a mirror. without lights it's black.
Sorry, but I didn't get it.
is that surface supposed to be reflective? what is it (Reflection Strength) set to for each surface.
Ok
Reflection was 0%, I put that to 100% but nothing.
Thats just weird. It shouldnt be rendering black. I really have no idea how to fix this. Is your computer good enough to be doing 3D stuff? I guess it is since it rendered the figure okay. Really strange.
Agreed Dave, If the Reflection was not set to 100%, it should be the diffuse color. Dose "Refraction" do that as well? Yes there is two of them, and I often mix them up, Reflection vs Refraction.
My apologies, If Reflection and Refraction was at 0%, then you can leave it there. I thought you were going for a metallic look with nothing to reflect in the test scene.
Better question. What shader mode (Default, Uber, AoA, etc), and what UV presets is that thing using. Plastic, Metal, etc?
I gave up exporting obj.
Collada seemed works, but there is this weird outline or shadow that I can't fathom
Colada export settings in Blender:
Apply modifiers
Selection only
Include children
Include shape keys
Include UV textures
Include material textures
Copy
Triangulate
Use object instances
Solved.
It was Cartoon in Render settings.
Oh good to hear that the solution was that simple! I never did a cartoon render so I had no idea this could be causing the problem : )
Hello everyone!
I hope you are doing great!
It´s been a while since I posted to this thread but I´m still doing 3D stuff every day and I write my 3D diary on deviantart quite often so I do not post as much here as I used to but I thought I´d post my attempt to conform clothing to G2F in Poser as well as my first encounter with Poser´s cloth room : ) here it is:
I am using Poser 10 by the way.
I have been searching for a while now trying to find some good tutorials how to rig clothing in Poser but didn´t really find much.
But here´s what I came up with when it comes to conforming clothing:
- I imported the .obj file
- With the dress selected I went to setup and it asked me whether I wanted to turn this dress into figure, I clicked yes
- Then I opened the library, selected G2F and drag and dropped her on the dress
- I checked that I want to transfer bones only, not morphs
- This way the dress now had the same skeleton as G2F
- I saved it into the library and reloaded it back into the scene selecting conform to figure.
Now the dress that has the same exact skeleton as G2F should be conformed to her but here´s what happens when I move her even just a little bit:
(see pic 01)
The geometry is a complete mess.
What did I do wrong?
Or is there a completely different way how to rig conforming clothes in Poser? Oh how I miss transfer utility right now! : )
And now the dynamic part:
This was the only thing I wanted to do with the dress, create a simple dynamic simulation but I tried to create a conforming dress first just to see if I can get the workflow right and because I wasn´t sure whether I need the clothing item I want to make dynamic have conformed to the figure first.
But I did not get very far here either : )
- I created a new simulation.
- Then with having the dress figure selected (and it´s Body) as you can see in the top left corner, I clicked on clothify.
See pic 02
The problem is, I cannot select "Body" in the clothify tab. Everytime I select it, it turns back to "None" so I cannot clothify the dress.
I can however, clothify the individual body parts(bones) of the dress such as Abdomen 2 but not the whole mesh.
If any Poser users know what I did wrong here and would be willing to help, I´d be very glad!
And send me links to your dynamic clothing Poser renders! I´d love to see that!
That´s it for now.
Have a wonderful day everybody! : )
I don't have it in front of me, so from memory, thanks to the SinckleYeld´s tutorial at deviant art, and daz help pages.
Well, In daz Studio, the object polygon mesh, needs to be converted to a different type of mesh.
Then using the weight-map editor, assigning surfaces to bones, (and that is as far as I had gotten)
Tho I get similar results if I forget to assign an aria to a bone, and then I move that bone (directly or indirectly).
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/rigging/tutorials/weight_map_brush/start
None of this dose you any good in Poser, sorry.
Yeh. I can't really help with Poser rigging, it's been too many years since I gave it up.
Why are you trying to rig for G2F in Poser? It is better, if possible, to rig once in DS and then use the DSON Importer to load both G2F and the clothing into Poser - having one item an imported DSON item and the other a native item is potentially problematic.
Hey there guys!
I just tried to rig the dress because I thought it might be needed for the dynamic simulation.
I might try to rig the dress inside DS and then import it into Poser but still, anybody has any idea what the issue with not being able to clothify the dress mesh could be?
In Poser the mesh generally belongs to the bone, not to the root as it does in DS (you can create single-skin rigs in Poser, I'm pretty sure, but it isn't the default). That's why you can't clothify the whole figure at once.
You don't need to rig the clothing to drape it in Poser - just do an animated drape, starting from the zero pose in frame 0 and ending with the desired pose in the final frame - or a few frames before to allow the cloth time to settle (and to allow you you to scrub over the final frames n search of the nicest shape to export as a morph, if that's your goal).
I see.
So to sum it all up,
dynamic clothing has no rig at all and only uses the cloth room settings to collide with the figure? And conforming (rigged) clothing cant be turned into dynamic, right?
And as for creating conforming clothing for Daz figures in Poser, it is best to conform the clothing inside DS and then create a DSON file and import it to poser?
Does that apply to non DSON figures as well?
Like for example I have the Dawn figure, can I conform clothing for her inside DS? Will it still work inside Poser if the figure is not a DSON file but the conforming clothing is?
Same goes for V4 figure I guess. I don´t think she is being loaded into Poser via DSON but I´m not sure.
Anyways, I wanted the cloth simulation for a Xmas render which I won´t be able to make in time since the simulation has been running for over 30 minutes now and I´m only on frame 2 : D
I was watching the tutorial on youtube and they said their 30sec long simulation only took like 2 minutes to complete.
Mine might be a bit more complicated pose (sitting on the floor) but still....very very slow simulation speed with the default dynamic cloth settings.
Dawn is a special case - the Poser version of the figure was, I believe, exported as a CR2 from DS and then further edited to make a native Poser figure. As a result there are subtle differences between the two, and items made for one will not work on the other (though some vendors support both platforms, of course). I'm pretty sure there are guidelines to help content creators.
You can have hybrid dynamic/conforming items in Poser, but generally only one bone (such as a skirt, all being the hip bone) will be dynamic. For creating morphs that probably isn't optimal, especially with DSON content.
Dawn has a Poser and a DS version, so you basically have 2 figures to rig for.
Some vendors who support Dawn at HW3D said that if you want to support both Poser and DS version it's usually easier / less work to rig your item in DS first, then export it from DS as cr2 and edit that cr2 in Poser to fit Poser Dawn if needed. Working that way enables you to reuse the DS rigging in Poser as a starting point (as the cr2 exporter will convert DS TriAx maps to Poser weight maps), whereas if you start with the Poser version you'll need to redo completely the rigging for the DS version as DS can't import Poser weight maps.
Hey there Leana and Richard and thanks for your reply! I just found a video on youtube explaining how to transfer Dawn´s DS clothing into Poser via the .cr2 export method so I guess I´ll look into that.
What about V4 though? Is the best method to conform the clothing inside DS and then use .cr2 export as well since V4 is a .cr2? At least I think she is.
And as for G2F, is it better to just use the DSON importer to make her clothing work in Poser or can I use the export .cr2 method as well? Are there any advantages/disadvantages to using one or the other?
V4 is indeed a cr2, and uses the legacy rigging system, not weight mapping. So clothes will also need to be rigged using this system.
You can create the cr2 for V4 conforming clothes either in Poser setup room or with DS figure setup tools and export as cr2, the resulting file should be usable in both programs (materials should be created for each program though if you want them to look good in each). If you create the cr2 in Poser then save it with "use external binary morphs" off, that will make it easier to use in DS.
I never tried conforming a cr2 to G2F in Poser. As G2F is not a native poser figure but an importer DSON figure I have no idea if it would work...
I'd say stick with DS format and DSON importer for Genesis / G2F / G2M figures but provide Poser materials too. It will probably be easier and will enable you to use the functions provided by the importer (transfer active morphs, subdivision, ...) for your clothes.
Hey there Leana! I am currently working on an outfit (different than the dress shown previously) and I decided to make it first work in DS on G2F and then I´ll see what I can come up with!
I´m excited to find out whether I can make it work in Poser with different figures or not! Thanks for all your advice! : )
By the way guys, feel free to check out my very first animation I have done!
https://www.youtube.com/watch?v=dFXZRGN_ZhQ
It is a simple walk cycle and it was done using the Mery figure - http://www.meryproject.com/
And animated inside Maya.
It is very far from a decent walk cycle but it´s a start : )
I plan to go back to it and fix the arms and hands to make them feel more relaxed. Maybe adding blinking and a slight head bounce.
I do plan to do some animations with G2F as well once I rig her inside Maya. I hope I can do the body rig but the facial rigging.....that will be pretty hard I guess.
Anyways, feel free to send me links to your animations if you have done any in any program.
I am most interested in walk cycles and animation in maya right now but I´ll be happy to check out anything!
The animation took a few days and the curves in the graph editor aren´t perfect but I decided to render it anyways.
It was animated by hand without any walk designers and without the foot roll attribute on the feet.
For those of you who don´t know, foot roll is a very useful attribute for walk cycles as it lifts the heel of the foot, then once the heel reaches a certain angle it starts lifting the ball of the foot and then the toes.
Very useful feature! I´ve got it in my WIP rig but it was quite hard to get it and I´d definitely not manage to rig it on my own without following the tutorial : )
So if there´s no foot roll attribute one has to lift everything by hand. At first I thought it would be too difficult but it wasn´t that bad once I got it going. But some of my first walk attempts looked rather terrifying : D
Hello everyone! I hope you are all enjoying the Holiday season!
I bought myself Girl 6 (absolutely love her!) for Xmas and I´m having an issue creating a FBM for her so I thought I´d post it here instead of starting a new thread.
So this is the issue:
- I am creating a FBM for a pair of high heel shoes to fix the poke through, nothing unusual, I´ve created FBMs for V6, O6, A6 and L6 without any issues but this time, for some reason it just doesn´t work
- When I edit the geometry so it fits G6s feet, then export it as .obj and load it via morph loader, its as if I loaded a completely different FBM, there are even more poke through areas.
Any idea what am I doing wrong?
I can´t post pictures because I don´t wanna show what it looks like until I finish it : D
So I understand if nobody feels like helping me without actually seeing the issue : )
Also, here are the latest developments of setting up my rig for G2F in Maya!
You can read more about the rig in my journal at deviantart if anyone is interested.
I hope to learn some more animation with mery rig and have this one ready for when Renderman is out so I could render some simple animations in it.
If you find any great free rigging videos about facial rigging in Maya, feel free to send them my way! : )
Hey there everyone! My second outfit is finally out! (The one I´ve been working on for over 3 months : D )
What a long journey!
I look forward to your feedback! - http://toyen-art.deviantart.com/art/Hit-the-Town-Outfit-for-Genesis-2-Female-s-508792483
I think I´m gonna talk about how it all went in my diary on deviantart so if anybody is interested, feel free to read.
I have already talked a bit about it in my last diary - http://toyen-art.deviantart.com/journal/3D-Diary-Jan-20-2015-508394276
So what am I up to now?
As much as I enjoyed modeling everyday clothes, I think I´m gonna take a break from that and if I do try to model another outfit,, this time it will probably be in the scifi/fantasy department.
BUT
I have started modeling something else (not clothing) so I´ll see how it goes. If I like it I might post a picture here : )
Nice progress! I like your stitching and your leather materials. The gloves don't look quite as good as the jacket and boots, but nobody's perfect; they're a really cute mesh.
How's the skirt do with bending on big-hipped morphs? Did you make the Evade Triangle of Death achievement?
Hey there Sickle and thanks a lot for your feedback! : )
As for the triangle, do you mean that nasty thing that occurs on bigger shapes when the legs are close together? Or do you mean something else?
Here are 3 renders of body shapes I consider bigger/curvy (Lilith, Olympia and Voluptuous) with legs close together.
Let me know if that was it and if I avoided it or not : D