How work geometry shell

CriosCrios Posts: 2,797
edited December 1969 in Daz Studio Discussion

After creating a geometry shell, how can i use it?

It cannot be applied a surface or item, how can i use it?

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,285
    edited May 2014

    Geometry Shells and instances are clones of the source, changes to the source shape or pose are immediately reflected in the other items. This is useful for adding lots of matching items (chairs in a meeting room, say, or items on a market stall to a scene without using as much memory as a bunch of independent items would (the clones can be moved and scaled, so they don't have to look exactly the same). Geometry Shells differ from Instances in that they can have different material settings, and by default they are crated with a push modifier - that means you could create a shell with a second skin clothing texture, or a transparency-mapped hair or water droplet texture, to modify the look of a figure easily, even if the overlay used a different UV set from the textures on the figure.

    Post edited by Richard Haseltine on
  • CriosCrios Posts: 2,797
    edited December 1969

    But how i can add a material setting to the shell?

  • SimonJMSimonJM Posts: 5,997
    edited December 1969

    But how i can add a material setting to the shell?

    You would do so in almost exactly the same way as you would to the underlying, source figure. The major difference is that whilst the shell assumes, by default, the UV map of the source figure it does not take on the 'smart content' of it, so you will need to manually find, and load, the textures or shaders. But, having found them they apply just as usual, as the shell has all the same material zones.
  • CriosCrios Posts: 2,797
    edited December 1969

    Do you know that probably i've an issue with DS4? At my principal PC DAZ don't recognize the surface for geometry shell, on another PC that i use for some test Geometry Shell work...

    Strange.

  • kitakoredazkitakoredaz Posts: 3,526
    edited May 2014

    Sorry,, Lord,,,><) (I think you can try to save the base mat as material preset,<br /> then apply it on geometry shell which made from the base)

    I have question about geometry shell too.

    eg when I make gometry shell from gen2F , which set default gen2 female uv.

    I reparent geometry shell from gen2F.

    I can apply A5 ,S5,V5 mat file.duf (offerd for genesis1) on genesis2female without problem.
    (I have already Aiko5UV for gen2female, so that it shoud work)

    but I can not apply A5 mat file on the geometry shell. I can not see any difference.

    Then,,, I save A5 S5, V5,, mat preset for the base gen2ffemale again..
    (it should save the UV property value as Aiko5 in the mat.duf I think,)
    after that,, I can apply them on geometry shell,,,

    my difficulity is, how gometry shell change UV? because I think geometry shell have no UV data
    in data directory..

    If I can only apply one UV which transfered from Base figure on geometry shell?
    but after I save the materal file for base figure,, I can apply it on geometry shell
    it seems magic for me,,,.

    Post edited by kitakoredaz on
  • JaderailJaderail Posts: 0
    edited December 1969

    Simple use of a Geo-Shell...
    When a user creates a Shell they are creating a second virtual mesh of the selected item. This Shell will have the very same UV mapping as the item it was created from. Example: If you create a Shell of a Genesis Figure set to a V4 UV map (skin texture) the shell defaults to that V4 UV also. If you create a Shell of an item it will me UVed just like that item and take textures for that item, and have the very same material zones in the Surfaces tab, just in a slightly different order.
    In my personal use of Shells I have found it easier to use the Surface Tab to hand change the Textures in the material zones.

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