Adding to Cart…

Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
...thank you, was sort of on the fence after Lothar posted his "clean" materials preset, but the using the geometry editor can be a fairly tedious process on items like this, particularly having to get to the backsides as I'd have to turn off visibility for the rest of the model. Not far enough up the learning curve yet for creating UVs in a modelling programme.
The other thought is a kitbashing solution: zeroing out the opacity on the columns and using ones from a different set that would have their own individual material zones.
another way could be to create a morph in Hexagon by rotating two of the pillars opposite ways 90° and a third 180°
...wouldn't you still have to get around the backside of the columns to select the hidden polygons?
Hexagon not my actual modeller of choice but I think you can select a loop and ring and grow a mesh selection like I would in Carrara.
I might look at it later and see if I can create a morph if nobody else does first.
If the columns are not welded to the rest of the house then you could just select one polygon on the column, then ctrl * (cmd * for mac) to select all connected polygons. If they are connected you could select one polygon and use ctrl + to grow the selection until it had all of the columns plus soem other geometry, then in the Tool Settings pane click the - next to the surfaces that you didn't want to chnage and that would fairly quickly leave you with just the column selected to assign to a new surface group.
Assuming the columns are not welded to the rest of the model then using "Select Connected" should allow you to select all the relevant polys without needing to actually paint over each one.
EDIT: Aagrh Richard has already suggested that, my fault for not reading the posts ahead
Actually, the confusing thing is that this method worked perfectly on the skulls and bones and the ropes and the vines and all these, deleting the proper geometry and not just the material zones. There must be something else going on with those jagged glass edges. But anyways, as long as they're that simple to hide I won't bother much anymore with trying to delete them.
...I've been learning Blender since 2.83 as it is much more stable. If something is welded can it be "unwelded" (still on the learning curve)?.
@ Wendy, I do have Carrara just haven't played a lot with its modelling functions. May have to check that out, however the only difficult part is there is no Daz - Carrara bridge like Hexagon and (now) Blender have.
yeah we know
I use obj in morphloader
Carrara is just easier than Hexagon for me to work with, I am very familiar with it, most the tools overlap just different ways of using them.
Many prefer other softwares including Blender, use whatever works for you
Thanks @j cade and @WendyLuvsCatz thats why it wasn't working because of the file structure.
...well went ahead and putit in the cart as I discovered the Lovin-Plat coupon works on new items as well so only cost me 10$ and change. I have a number of different Iray concrete and stone shaders so If I can get each column converted into it's own material zone I can use and rotate those to make each one a bit different. It is a nice example of "Georgian" architectural style which was common for British mansions and manors.
Sad there is no clean version without the damage and occult stuff. Not that it bothers me...it's actually quite cool. The night image of the couple and car in front of the house lead me to belive there was a clean version, but upon closer inspection it does indeed show all the damage etc, so my bad for not looking closely enough. I'm going to return it, as it does nothing for me, but it is very good quality and a lot of people will get a lot of use out of it, I'm sure.
i think jcade posted a new UV set for that purpose already (i.e., UV set that rotates the column textures).
pity Lothar and Jcade's solutions were insufficient for your needs
it is otherwise a great set
About the front door, there is a small space behind it, like with the windows. It has it's own face group, so it could be rigged (after changing to a figure, adding a bone, setting the centre and end points; a lot of work for such a small part). You could do the same for the other doors, storm cellar doors, maybe some of the windows (most are set crooked in their frames). Still a lot of work.
Or, Mesh Grabber with Rotations. Does wonders for any door, separate face group or not. Now if we could get the Morph editor add-on for the Windows version, it will be a snap to save some custom morphs.
I made it open in Carrara
yes not welded so quite riggable
Using Mesh Grabber w/Rotations...
...hmm never thought of Mesh Grabber for opening doors. Passed on it as using it to adjust regions of figure and clothing meshes tends to stretch or compact textures.
Hard edges are easy if you set the falloff radius to 0.00. Rotate about an imaginary axis running through the center of the hinges.
KK, send to Hexagon
select a vertex and grow rotate, translate, send to DAZ studio
create morph
I think if you put big Greek letters on the front, it would look like a fraternity house. A fraternity house at Halloween. Just add a keg and a bunch of used big red plastic cups lol.
The trouble with a morph is that it looks bad at intemediate values, since the vertices travel in a straight line.
Rigging the elements that work well with the other tools should be be tricky, convert to a figure (Edit>Object>Rigging), use the Joint Editor to add bones (right-click>Edit>Create Child Bone as I recall), then use the tool to place the centre point on the hinge; weighting the bones should simply be a matter of selecting the geoemtry, as above (click with the Geometry Editor to select one polygon then cmd/ctrl * sounds like it would handle most doors), then with Node Weight Paint Brush tool active select the general Weights map for the bone, right-click>Weight Editing>Fille Selected, make the value 100%.
I did suggest that in another thread on the New Orleans corners
but you also if doing still renders can create a few morphs with partially opened doors ´
too
Tried some weight-mapped D-Formers on the door geometries and they work very well. No need for any other programs.
In brief: Add a new D-Former to the mansion prop, change D-Former field Influence to Weight Map. Switch to Weight-Mapping tool, Tool Settings and add Influence Map, select all relevant polygons for one door, fill with 100% weight. Position your D-Former field near the target door's hinges. Scale the (now seemingly useless) field axes along, say, the y-axis and narrow the x and z to make it cigar-shaped (it's just easier to work with), rotate if needed (like for the cellar doors) and align with the door hinges (stretch it and rotate it so that the narrowed tips just touch the center of the hinges). Align the D-Former base using the position and angle of the field (not so useless now, is it?) to get the proper axis of rotation for the D-Former. Rotate the D-Former to open the door.
Repeat for each door you want to open. Plus, you can save them with the scene to use later, or spawn the morph(s) directly in Studio from the DForm tab (adds a new morph control slider, but, as Richard said, they don't look so good at intermediate values). Save as scene subset or as a new support asset (scene, figure/prop, morph), or save modified assets to overwrite the original (make sure you back it up before and after).
...there are red plasic cups in the Z Drinking Games Props.
https://www.daz3d.com/z-up-for-drinks-props-and-poses-for-genesis-8
There is also a free metal firkin in a tub with ice with pump and tap for Daz on ShareCG
https://www.sharecg.com/v/93504/browse/21/DAZ-Studio/Beer-Keg
Hmm, you just gave me an idea.