create solid verses hollow objects in Daz Studio and Bryce
apollogt_6d527113c1
Posts: 11
Can someone tell me how to make an object I created solid instead of hollow and when it's hollow how I can make the wall thicker or thinner?
This is in Daz 3D studio 4.6 and Bryce 7 pro.
Thank you so much.
Comments
Hm, have you tried to simply scale it up at the x or y axis (depending how the object is placed) ?
Can you explain a bit more as to what object it is that you have created. Did you create it in DS or in Bryce? Or did you use a modelling program to create it?
Thank you both.
Scaling didn't help with making the object's wall thicker or thinner, and didn't help with making the object solid from being hollow inside.
I was creating a figure in Daz studio. Same thing with making an object in Bryce. Just not understanding how to make them solid so when you cut a part off you don't end up seeing a hole in the object.
Unfortunately, what you want isn't something that traditional modeling engines can use. The 'walls' as you call them are polygons, and the inner area is empty space. This is true for almost every 3D model you see other than point-cloud models which very few programs use. Whether it's Genesis or a building prop, everything is made up of flat shapes, usually four-sided (known as quads) which are just cunningly arranged to give the illusion of dimension.
However, if you let us know the overall effect you're trying to achieve then perhaps we can help you simulate it. Pretty much everything in the 3D world is smoke and mirrors, the trick is the suspension of disbelief.
Thanks, HeraldOfFire.
I was able to create object in Infini-D and select Cap option to make a vase solid or to have it hollow inside. So I thought it would be simple to do such thing i Daz 3D and Bryce as well. If we couldn't do that then it's really is too bad. : (
Yes, I think they were called "render" booleans or something like that. Have you checked over on the Bryce forum ... I though Bryce did something similar.
In Bryce it is quite simple, as long as you are removing a part by using a boolean operation. Like this with 2 cube prims
Note that the dialogue marks the smaller cube as negative. THe larger cube is marked as positive, and then the 2 cubes are grouped.
Transfer material of negative boolean is ticked
When rendered you get the result as in the 2nd image.
Is this what your meaning
Primitives in Bryce are solid by default.
yes, that sounds about right. As for human figure in Daz... how do I make sure it's solid and not hollow? thanks for your time by the way.
Not sure if this would work with a human figure, but with bryce generated, non primitive, mesh you click edit and then make sure that "Solid when boolean rendering" is ticked.
Give me a few minutes and I will see how it works with a human figure.
OK, This is using M4. I selected just the mesh of the arm, used the cut and paste commands to separate it from the rest of the body. Created a negative cube. I coloured this cube red. ( to demo the Transfer material of negative boolean part). I then made the arm positive and groped it, edited to make sure the render as solid was ticked, and then grouped the arm and the neg prim. Then grouped that group back into the main obj group of the figure, so I could move the whole thing around.
Ok thank you, that helps so much. Just a bit more...when you said,"edited to make sure the render as solid was ticked," where is that option?
here
Ok I'll try that. I guess there is just no way i can make sure the figure is solid in Maya or in Daz 3D within its own program. I mean without bringing the figure into Bryce.
Thanks again. :D
No figure is SOLID as you call it. They are Mesh objects, the outer mesh is all that is needed for 3D. Your thinking in Clay terms, a solid mass, that's just not the way things work.
Agree with Jeff. If I had just removed the arm mesh I would have got a different result. It only works this way if you use Bryce boolean techniques. I don't know how it works that way, only that it does.Somehow, when you use the command "Solid when Boolean rendering" you get that nice solid look.
I think it is some sort of Bryce magic. :roll:
Thats the inherit difference between OBJ (& other NURBS/Surface Mesh) and STL (Volumetric) mesh types where volume is accounted for in the STL (CAD type of mesh). Can't "fill" an obj but you can a 3d CAD mesh. Reverse is true with respect to verticies - OBJ you can define a vert on any point of the surface area, wheres in a CAD (stl) its only at a junction/change in vector. Thats how objs can be sub-divided, morphed orr based on any polygon structure, yet cannot be 3d printed..
I agree 100% and Bryce supports CAD style boolen mesh objects. Most other 3D software does not.
Oh you mean it isn't magic. hmmph, I am disappointed. :coolsmirk: