Trouble with decals

Why does she always gey that hard line on her leg, and how do I get the decal to look more like water running off her leg?

 

Iray Foam and Bubbles

https://www.daz3d.com/iray-foam-and-bubbles

decals.jpg
400 x 463 - 162K

Comments

  • barbultbarbult Posts: 24,761

    It looks like you are not positioning the decal in the right place. Try moving it and see if you get closer to what you are looking for. Decals are hard to work with, because you can't see them in the textured viewport preview. Have you tried Iray Preview mode?

  • dennisgray41dennisgray41 Posts: 823
    barbult said:

    It looks like you are not positioning the decal in the right place. Try moving it and see if you get closer to what you are looking for. Decals are hard to work with, because you can't see them in the textured viewport preview. Have you tried Iray Preview mode?

    Thanks. I have moved it a lot. Iray preview can be harder to work with because this are hard to move and it still takes a minit or more to render. Sometimes it doesn't.

  • GordigGordig Posts: 10,173

    You’ve moved it, but have you rotated it? Orientation matters, too. 

  • MelissaGTMelissaGT Posts: 2,611
    edited June 2020
    barbult said:

    It looks like you are not positioning the decal in the right place. Try moving it and see if you get closer to what you are looking for. Decals are hard to work with, because you can't see them in the textured viewport preview. Have you tried Iray Preview mode?

    Thanks. I have moved it a lot. Iray preview can be harder to work with because this are hard to move and it still takes a minit or more to render. Sometimes it doesn't.

    Decals are usually the last thing I mess with in a scene. When I'm ready to start working with them, I hide everything but the object I'm applying the decal to, along with the lighting (so you can see what the decal will look like in the final render). That way, you save more resources to hopefully speed up the Iray preview. 

    Post edited by MelissaGT on
  • Silas3DSilas3D Posts: 609
    edited June 2020

    I've done a lot of testing with decals as my new product I've just released use them: https://www.daz3d.com/dotify-for-genesis-8-female

    There's a few things that spring to mind:

    1. Positioning/orientation as others have said
    2. Clip mode - by default this is set to `Position`, you could try changing this to `None` and then it won't be effected by absolute position of the decal relative to the figure
    3. Face mode - by default is set to `Front` - you may need to set this to `Front And Back`, depending on clipping mode and position/rotation of the decal

    Feel free to ask if you need any more help!

    Post edited by Silas3D on
  • lilweeplilweep Posts: 2,550
    edited June 2020
    barbult said:

    It looks like you are not positioning the decal in the right place. Try moving it and see if you get closer to what you are looking for. Decals are hard to work with, because you can't see them in the textured viewport preview. Have you tried Iray Preview mode?

    Thanks. I have moved it a lot. Iray preview can be harder to work with because this are hard to move and it still takes a minit or more to render. Sometimes it doesn't.

    i think iray decals project onto the front/back of the cube by default, so you can just view your iray decal cube in one of the other viewport views and ensure that that decal cube is placed so that the front-face of the cube is angled so that it will project onto the surface you want (front face will be one with Blue Z-axis arrow)

    also... to speed up iray preview, you could try turning off visibility fo the unnecessary objects in scene?

    Post edited by lilweep on
  • lilweeplilweep Posts: 2,550
    edited June 2020

    on an unrelated note, anyone know how to get iray decals to work with geoshells?  i asked in technical help but nobody answered me...

    Post edited by lilweep on
  • Silas3DSilas3D Posts: 609
    edited June 2022

    @lilweep yes i know how they work with geoshells - the problem you're probably facing is that the're not showing up. If you change the opacity of your shell, you'll see the decal underneath.

    Essentially, the decal is projecting onto the object the shell is of, not the shell - the shell will always be the top layer. Unless...

    ...you set the offset to a negative value. Visually this gives the appearance that the decal was applied directly to the object, as the shell is now inside it. If toggle the visibilty of the object off, the decal disappears.

    If it is that you wanted to use a geoshell to mask off part of a figure or object so that the decal doesn't interact with it, you need to do the reverse:

    1. Prepare your figure/object
    2. Add a geoshell to your figure/object
    3. Decrease the offset of the shell to `0.01` and copy any surfaces that you don't want the decal to interact with to the shell
    4. In the shell visibility settings, toggle off any surfaces that you want the decal to show up on
    5. Switch to the geometry editor and go to the tool settings pane - toggle off any surfaces that the shell now occupies that the decal should not show on
    6. Render!

    This is how my Dotify product works - its on sale at 30% off as a new release if you're interested smiley

    Post edited by Silas3D on
  • lilweeplilweep Posts: 2,550

    Ah thanks, that answers my question.

  • dennisgray41dennisgray41 Posts: 823
    Silas3D said:

    I've done a lot of testing with decals as my new product I've just released use them: https://www.daz3d.com/dotify-for-genesis-8-female

    There's a few things that spring to mind:

    1. Positioning/orientation as others have said
    2. Clip mode - by default this is set to `Position`, you could try changing this to `None` and then it won't be effected by absolute position of the decal relative to the figure
    3. Face mode - by default is set to `Front` - you may need to set this to `Front And Back`, depending on clipping mode and position/rotation of the decal

    Feel free to ask if you need any more help!

    Dumb question. Where are these located?

     

  • Silas3DSilas3D Posts: 609

    Dumb question. Where are these located?

    You need to select the decal in the scene tab, then you'll find these options in the parameters tab.

  • lilweeplilweep Posts: 2,550

    New question... decal nodes cant have emissive surfaces?

  • nemesis10nemesis10 Posts: 3,490
    lilweep said:

    New question... decal nodes cant have emissive surfaces?

    I am pretty sure they can.

  • lilweeplilweep Posts: 2,550
    nemesis10 said:
    lilweep said:

    New question... decal nodes cant have emissive surfaces?

    I am pretty sure they can.

    fair enough.

     

  • algovincianalgovincian Posts: 2,636

    While you guys are talking about decals, is it a known limitation/bug that decals on a figure don't show up on instances of that figure?

    - Greg

  • Silas3DSilas3D Posts: 609

    While you guys are talking about decals, is it a known limitation/bug that decals on a figure don't show up on instances of that figure?

    - Greg

    I would expect it to be a limitation, given that an instance isn't real geometry.

  • smb675smb675 Posts: 12

    Silas3D said:

    I've done a lot of testing with decals as my new product I've just released use them: https://www.daz3d.com/dotify-for-genesis-8-female

    There's a few things that spring to mind:

    1. Positioning/orientation as others have said
    2. Clip mode - by default this is set to `Position`, you could try changing this to `None` and then it won't be effected by absolute position of the decal relative to the figure
    3. Face mode - by default is set to `Front` - you may need to set this to `Front And Back`, depending on clipping mode and position/rotation of the decal

    Feel free to ask if you need any more help!

    Question, I need to marry an emblem to the back of a cape. I have gotten as far as the emblem placement but it will not parent to the BACK of the cape! The parent directory only shows clothing options such as upper chest, lower chest not upper back or lower back. Is their a way to lock the emblem to the cape so when I simulate it or change pose I dont have to do the back emblem every time?

  • Griffin AvidGriffin Avid Posts: 3,765
    edited April 2022

    Is their a way to lock the emblem to the cape so when I simulate it or change pose I dont have to do the back emblem every time?

    Is your emblem a 3D object or a 2D logo? In other words is it supposed to be embroidery or an image that was painted or sewn on to the cape?

    If so, maybe you should try adding the image of the emblem to the actual texture of the cape.

    Open the texture Map of the cape.

    1) Select the cape in the SCENE TAB.

    2) Switch to SURFACE TAB and near the top is the DIFFUSE Channel (might be called Base Color)

    3) Hover/Left-click the mouse over the thumbnail icon of the Image being used for the Texture. (it will show you the name and location of the Texture Map - note the name)

    4) Choose BROWSE and navigate the that file and Copy/Paste that file to a new location (usually the folder where I'm keeping the working files)

    MAKE  YOUR OWN VERSION OF THE TEXTURE

    5) Open that file in an image editor and position your emblem on the cape.  Save as PNG or JPEG.

    6) Back in Daz Studio, repeat steps 1 -> 4 and this time BROWSE to the NEW VERSION of the cape texture you just made and saved. Choose it.

    7) Check in Daz Studio to see if the Emblem is where you want it. IfF not, I adjust it and save with a new name, usually like CapeEdit01 then CapeEdit02 until I get it right and then erase the ones I don't need.

     

    Short Video

    Showing how.

    Post edited by Griffin Avid on
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