Increasing base resolution of objects.

TomhipTomhip Posts: 379

I started to play around with dforcing beds/couches/cushions etc.. Sadly I am finding that a lot of products in store, that look spectacular on promos, come with poor base resolution. This severely limits dforce manipulation options. In one case I have found a set where top of the bed was a single "square".

There must be a way to import such objects to something, increase resolution, preferably in the specific area and import back into DAZ.

 

I understand this is a more advanced concept and will require learning to use some new software but wondering how complicated this could be and how to go around this process?

 

Comments

  • felisfelis Posts: 4,318

    You cannot change base resolution in Daz Studio.

    You can export it to a 3d modeller and increase and import as a new object, that must be saved. It can reuse the original textures (if you don't extrude outside the original mesh (and don't UV unwrap)), but materials will not apply as material, as it is seen as a new object. You can copy surfaces from the original to the updated.

    If satisfied with a subD division you can export that and reimport that (still as a new object).

  • Richard HaseltineRichard Haseltine Posts: 100,833

    felis said:

    You cannot change base resolution in Daz Studio.

    You can export it to a 3d modeller and increase and import as a new object, that must be saved. It can reuse the original textures (if you don't extrude outside the original mesh (and don't UV unwrap)), but materials will not apply as material, as it is seen as a new object. You can copy surfaces from the original to the updated.

    If the OBJ export preserved surface names then non-hierarchical materials would still work on the reimported mesh.

    If satisfied with a subD division you can export that and reimport that (still as a new object).

  • Richard HaseltineRichard Haseltine Posts: 100,833

    Using Bilnear Subdivision as the algoritm in Daz Studio, in the Mesh resolution section of the Parameters pane, will increase divisions without changing the shape.

    Looking at your post again, if you are wanting to increase resolution for better collisions with a draping object rather than to drape the divided object then you can in fact use the Viewport SubD - in Simulation Settings under the Collision group. Though if you have only a single polygon for a bed mattress you will potentially need a very high number of Viewport divisions, which may make the total mesh unwieldy.

    Another option for collision objects is to create a primitive with enough divisions to work (Create>New Primitive) and use that as the collision target (set it to visible in Simulation but not visible in Render, and the other way round for the actual prop - e.g. the bed).

  • TomhipTomhip Posts: 379

    felis said:

    You cannot change base resolution in Daz Studio.

    You can export it to a 3d modeller and increase and import as a new object, that must be saved. It can reuse the original textures (if you don't extrude outside the original mesh (and don't UV unwrap)), but materials will not apply as material, as it is seen as a new object. You can copy surfaces from the original to the updated.

    If satisfied with a subD division you can export that and reimport that (still as a new object).

    Yeah so the question is "What software would be best for it"? 

    I can learn new softare, but  never did any 3d modelling before so not sure what is most sensible to use. Also, how much does it cost to use/buy, which could makemake whole operation unfeasible.

     

     

    Richard Haseltine said:

    Using Bilnear Subdivision as the algoritm in Daz Studio, in the Mesh resolution section of the Parameters pane, will increase divisions without changing the shape.

    Looking at your post again, if you are wanting to increase resolution for better collisions with a draping object rather than to drape the divided object then you can in fact use the Viewport SubD - in Simulation Settings under the Collision group. Though if you have only a single polygon for a bed mattress you will potentially need a very high number of Viewport divisions, which may make the total mesh unwieldy.

    Another option for collision objects is to create a primitive with enough divisions to work (Create>New Primitive) and use that as the collision target (set it to visible in Simulation but not visible in Render, and the other way round for the actual prop - e.g. the bed).

    I was wondering some of the mentioned as workaround but part of the goal is also to make it into a morph so I dont have to deal with timline in subsequent scenes. I think that limits me to a base resolution.

  • HavosHavos Posts: 5,361

    This can be done also in DS without using another program. Basically converted the prop to a sub-d mesh, then export it out as obj, then re-import it. The new mesh will have a base resolution with the additional polygons.

    One issue is some props basically fall apart when they are sub-divided, mostly older ones, basically due to poor vertex welding, but this is less common in newer props.

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