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...but once you have run the simulation, aren't you stuck with importing the clothing and the figure back into Daz as a .obj? That usually means all rigging in the base figure is gone as well as textures.
..and if you are using a Genesis/G2F based character, there is also having to go through DSON to load it into Poser (and Poser scale is different than Daz).
http://docs.daz3d.com/doku.php/artzone/pub/tutorials/dazstudio/studio-export02
http://carraracafe.com/?page_id=22&did=26
ha ha I don't
but you CAN
I do indeed import into Carrara though!
Well then, why import into Carrara? What can you do with it there which you can't do in Poser? :)
ha ha I don't
but you CAN
I do indeed import into Carrara though!
Well then, why import into Carrara? What can you do with it there which you can't do in Poser? :)
You mean other than using Carrara only mats and things? ;)
You mean other than using Carrara only mats and things? ;)
Anything useful... :)
Poser mats (at least in PP2012 and later, with SSS) are usually quite fine though, IMO, so that's not a big point to me.
Anything useful... :)
Poser mats (at least in PP2012 and later, with SSS) are usually quite fine though, IMO, so that's not a big point to me.
That's if you have any. When I started moving over to Poser, I had to re-invest in shaders.
Anything useful... :)
Poser mats (at least in PP2012 and later, with SSS) are usually quite fine though, IMO, so that's not a big point to me.
That's if you have any. When I started moving over to Poser, I had to re-invest in shaders.
You mean "standalone" shaders? I rarely use these in Poser. I was more thinking of textures that are included with the products. In most cases Poser textures are included.
....thanks for the links
Had to bookmark the first one as it wouldn't save for offline use because of all the image links.
Need to create an account on Carrara Cafe to get the second one (surprised I already don't have one and if I did it was no doubt in the Carrara6 days and I probably forgot the password).
That's if you have any. When I started moving over to Poser, I had to re-invest in shaders.
You mean "standalone" shaders? I rarely use these in Poser. I was more thinking of textures that are included with the products. In most cases Poser textures are included.
Yea, some people enjoy customizing though and not using the included textures. :P
I'm a kit-basher and shaderholic, personally.
RDNA has loads of procedural shaders in their freebies. Check the Node Cult in the RDNA forums. You will find a load of shaders and how-to's from Bagginsbill.
I'm going to assume you mean the community freebies on the forum, as the store's zero price items doesn't contain squat except for Adv. Shaders 1.5 and Snarly's EzSkin.
I've built up somewhat of a collection now, but I hadn't thought to look there, thanks. :)
Sorry Taozen. :P
Yea, some people enjoy customizing though and not using the included textures. :P
I'm a kit-basher and shaderholic, personally.
I'd probably be too, if I had the time. I actually do have a few sets of shaders but never (as with so much other stuff I've bought) got around to using them yet... :P
Yep. I'm with you. I've got a lot of content I've never used yet. When I redid my runtime and split it out into gen4, environment, architecture, etc, I went through DIM and installed EVERYTHING I've purchased minus the Dream Home and most PoserCFs (and some items from bundles I'd never use anyways). Now I can stop forgetting I actually own something.
Yes, I'm planning to do this as well. But then there's Rendo, RDNA, CP, freebies etc.. Oh well...
a downside of poser dynamic used to be that the clothing looked like paper with no thickness. but some people have made use of clever modelling or displacement maps so that clothing has now got seams. so it depends what dynamic clothes you buy for poser how good it will look. sometimes it is possible with a dress to just clothify the hip part and that makes the skirt part dynamic. i use that sometimes for sitting poses.
How do you create dynamic clothing? Is it just a textured mesh modeled over a figure, that you import? Or is there more to it than that?
that's it. some types of polys - maybe tris or something don't work too well with dynamic.
...nor with Sub_D.
That's it? Wonder what the purpose is for all that expensive Optitex software then?
What's Sub_D?
What's Sub_D?
SubDivision. A way of adding geometry/resolution to a mesh without having to remodel it. It enables you to get higher quality meshes. If you've ever used LuxRender with a Sun light, you may see weird jagged edges on the shadows. This can be caused by the mesh being too low-poly. Doing a Sub-D on the mesh can smooth that out somewhat.
---Sarge
That's it? Wonder what the purpose is for all that expensive Optitex software then?
Anything for industrial use is usually pricey. It more than likely also is setup to clothing design standards which we don't know. But think of it this way... DAZ Studio/Carrara/Hexagon vs Maya (and ignore stupid and unfair educational discounts).
I believe Martin is the fella who works on the DAZ clothes for Optitex.
Everything was very clear about Optitex clothing when it first came out. There were press releases, forum discussions, I think even magazine articles regurgitating the press release. DAZ was also hoping to incorporate it into Carrara but found out that was not possible since Carrara doesn't lend itself to many plugins and the original Carrara coders were gone.
Wendy loves to animate in Carrara and she gets many things to work between programs. Carrara has much better lighting than Poser and is a much faster renderer, besides being able to bring in the clothing animations into Carrara and tweaking the animations in Carrara and placing them in landscapes, etc.
SubDivision. A way of adding geometry/resolution to a mesh without having to remodel it. It enables you to get higher quality meshes. If you've ever used LuxRender with a Sun light, you may see weird jagged edges on the shadows. This can be caused by the mesh being too low-poly. Doing a Sub-D on the mesh can smooth that out somewhat.
---Sarge
OK, I do have some limited experience with modeling, so I know what subdivision is. Just haven't seen it spelled like that before so I thought it was something else.
Just wonder why a high-poly mesh may cause problems with dynamic clothing.
Well that was then. New users/buyers have no way of knowing anything about this. For example knowing that they are limited to using the products from Optitex when buying the plugin. That should be stated on the plugin page. If it had I might not have bought it.
OK. I do have Carrara myself but never tried to import stuff from other programs. Basically I don't like to do so because you often experience problems or incompabiblities.
SubDivision. A way of adding geometry/resolution to a mesh without having to remodel it. It enables you to get higher quality meshes. If you've ever used LuxRender with a Sun light, you may see weird jagged edges on the shadows. This can be caused by the mesh being too low-poly. Doing a Sub-D on the mesh can smooth that out somewhat.
---Sarge
OK, I do have some limited experience with modeling, so I know what subdivision is. Just haven't seen it spelled like that before so I thought it was something else.
Just wonder why a high-poly mesh may cause problems with dynamic clothing.
It's the computations involved computing the collisions with all the polygons. Most users computers can't handle it.
It's the computations involved computing the collisions with all the polygons. Most users computers can't handle it.
OK, thought it might cause distortions or something (colliding vertexes when bending or something).
That makes me wonder - there are often distortions in dynamic clothing, as shown on the picture below. Is that related to a low poly count?
--
OK, thought it might cause distortions or something (colliding vertexes when bending or something).
That makes me wonder - there are often distortions in dynamic clothing, as shown on the picture below. Is that related to a low poly count?
--
I do not believe it's related to low poly count. At least it doesn't look like that to me. I think it's related to UberEnvironment from what I recall in the past. You can try upping your quality settings of the environment light. Low poly clothing reacts more quickly and better to hi poly V4.
Early Poser dynamic clothing was single sided mesh objects. Improvements to cloth room since P5 have enabled the cloth room to handle sims involving high poly mesh, double sided mesh and more detailed mesh models.
The more detailed a mesh, the more likely you will need to create things like constrained groups.
The biggest issue with the Optitex system is how the dynamic cloth is "produced" inside DS. It requires the pattern which looks very much like a real world clothing pattern that is "stitched" together and then controlled minimally by the built in player or more fully by the separate control plugin.
Creating these patterns requires at least two of the three modules of the Optitex system (at least that's what was needed years ago when I inquired via sales@Optitex about 8 years ago).
Given the amount of time that has passed since the original announcements and now, I suppose it might be confusing for those who don't know that DS cloth dynamics is nothing like what is available for Poser. To be honest, I don't even think the DAZ PTB have even thought that not making it clear would raise an issue.
The people who made the decision to go with Optitex rather than a more open system are, at least for the most part, no longer with DAZ.
OK, thought it might cause distortions or something (colliding vertexes when bending or something).
That makes me wonder - there are often distortions in dynamic clothing, as shown on the picture below. Is that related to a low poly count?
The example that you show happens quite a lot with Dynamic Cloth. It is due to the fact that some edges in the mesh are not properly welded together. Effectively the cloth has a "tear" in it, which is more likely to show up with the dynamic draping process. Conforming clothing may have these tears but they never show in the same way. In fact, if you have ever tried to run a drape in Poser's Cloth Room on some conforming clothing, it can completely fall to pieces, because the designer did not feel the need to weld the zones together!
Unless the clothing needs to remain a hybrid, you can easily fix the welds.
You can export the figure as an obj file and weld on export.
You can also use the Poser grouping tools to weld and create a prop from the figure.