How do I create more material zones? new: how to increase polygons ... Possible?

WillowRavenWillowRaven Posts: 3,787
edited April 2022 in The Commons

I imported a bryce obj (a rose) into daz and planned on using shaders to color it as I please, but the entire obj is one mat zone. Is there a way to create more zones and resave for Daz 4.6?

Post edited by WillowRaven on

Comments

  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,239
    edited December 1969

    You can add mat zones in Daz Studio.

    Use the Polygon Group editor tool/ I believe it may have been renamed to the Geometry Editor tool to select the Polygons for each group and use the tools tab to add a new surface from selection.

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/surfacing/tutorials/create_surface_groups/start

  • WillowRavenWillowRaven Posts: 3,787
    edited December 1969

    Thanks :D I'll see if I can decipher that. :D

  • Design Anvil - Razor42Design Anvil - Razor42 Posts: 1,239
    edited December 1969

    Let me know if you get stuck I should be around for the next few hours or so :)
    It pretty straight forward once you get your head around the terminology.

  • srieschsriesch Posts: 4,241
    edited August 2014

    To select individual polygons and create a new surface: Tools > "Geometry Editor".
    In the viewport, click on one poly to select it then hold Ctrl down and select any other polygons you want (or optionally you can select with a rectangle). To remove a polygon from a group of selected polygons, ALT key and Left Mouse.
    Right click and choose Geometry Assignment > Create Surface from Selected. (you can also TEMPORARILY hide polygons here with "Polygon Visibility" > "Hide selected", but this isn't saved with the scene.) Give the new surface a name. You will then see a new material zone in the "Surfaces (color)" pane.

    EDITED to correct changed menu option names:
    "Polygon Group Editor" changed to "Geometry Editor"
    Polygon Assignment changed to "Geometry Assignment"

    Post edited by sriesch on
  • WillowRavenWillowRaven Posts: 3,787
    edited December 1969

    To select individual polygons and create a new surface: Tools > "Polygon Group Editor".
    In the viewport, click on one poly to select it then hold Ctrl down and select any other polygons you want (or optionally you can select with a rectangle). To remove a polygon from a group of selected polygons, ALT key and Left Mouse.
    Right click and choose Polygon Assignment > Create Surface from Selected. (you can also TEMPORARILY hide polygons here with "Polygon Visibility" > "Hide selected", but this isn't saved with the scene.) Give the new surface a name. You will then see a new material zone in the "Surfaces (color)" pane.

    Awesome :D That made much more sense than the 'instructions', do, lol

    Thanks, guys :D

    BTW, why CAN'T hidden polygons be saved?

  • FlipmodeFlipmode Posts: 909
    edited December 1969

    BTW, why CAN'T hidden polygons be saved?

    I wouldn`t know, but since you are already in the business of creating new material zones you could permanently "hide" polys by giving them a fully transparent material (opacity to 0 in DS).

  • jestmartjestmart Posts: 4,449
    edited December 1969

    Making a material transparent in the surface tab is not the same as hiding them. The editor tool will still be able to select transparent polygons whereas making them hidden will get them out of the way to make it easy to select polygon that where being blocked by the now hidden ones. Not having the hidden polygons be saved with the scene is annoying as it makes it harder to work on something over several sessions.

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    If you right click and 'Remove Hidden Facets' it will permanently delete any hidden areas. This means they won't have a surface area to be selected, nor will they be calculated at render time (even a surface with zero opacity is still calculated). Just bear in mind that you'll be saving an entirely different object to the original.

  • WillowRavenWillowRaven Posts: 3,787
    edited December 1969

    If you right click and 'Remove Hidden Facets' it will permanently delete any hidden areas. This means they won't have a surface area to be selected, nor will they be calculated at render time (even a surface with zero opacity is still calculated). Just bear in mind that you'll be saving an entirely different object to the original.

    Why I'd want to do this, save a file with hidden area, is for poke-through issues. I hate having to redo it all when I revisit the file. Does removing them also change the actual shape? In other words, will removing part of the breast make the dynamic top drape differently?

  • srieschsriesch Posts: 4,241
    edited December 1969

    I'm not sure, you'd have to experiment (try selecting something crazy like the entire top half of the figure and see if it has an effect; if it goes horribly wrong immediately, you have your answer, although you still won't know if you don't see anything change if it could just be something more subtle.)

    In any case, you can just use Flipmode's suggestion to set the opacity to zero to hide it permanently.

  • WillowRavenWillowRaven Posts: 3,787
    edited December 1969

    Yes, FIpmode's way seems best in most instances, unless I want the shape to change. Say I WANT the rose's leaves gone, no longer part of the model, so I can drape something on the stem and not have it mold around invisible leaves?

  • LordScorpion13LordScorpion13 Posts: 25
    edited December 1969

    forgive me for not being familiar with bryce.. but I am familiar with other softwares (autodesk products mainly) including Daz pro 4.5 and 6. My question is... why can't you export the rose with its material statements? I know exporting/importing in and out of daz it gives those options...

    Or another thought.. export it out in pieces (stem, flower petals, leaves,etc)?

    I may be talking out of church here.. but are these options?

  • WillowRavenWillowRaven Posts: 3,787
    edited December 1969

    I didn't open the rose in bryce, I imported the obj from the folder, and daz told me it was a bryce object. Material setting didn't follow, not did it matter since I want going to shade the entire thin silver. However, I wanted to hide the leaves, and they're no a separate mat zone. So I needed to know how to create a mat zone so I could hide them.

  • LordScorpion13LordScorpion13 Posts: 25
    edited December 1969

    PMing you Aidana

  • ArtiniArtini Posts: 9,677
    edited December 1969

    Have you seen this thread: Tutorial: Adding Surfaces in DS with the Geometry Editor tool
    http://www.daz3d.com/forums/discussion/42088/

  • WillowRavenWillowRaven Posts: 3,787

    Old thread, related question, though ... 

    This shirt collar is one mat zone. I need to make it to have two mat zones so the top band can be one color and the bottom band be another color. y'alls help and youtube show me how to do this, but there is a problem ... the individual polygons don't divide where I want them to.  I can find all sorts of info on how to decrease polygons, but none on how to increase polygons or make them denser in a certain spot. Can this be done?

    screen shot collar 1.jpg
    1456 x 1080 - 522K
  • Richard HaseltineRichard Haseltine Posts: 102,407

    It would probably be easier to use a map. You could divide the emsh in a modeller, then use the Transfer utility to rig that to match the original and transfer the morphs.

  • WillowRavenWillowRaven Posts: 3,787

    Would mesh grabber reshape the polygons then allow me to make two equally thick stripes?

  • Richard HaseltineRichard Haseltine Posts: 102,407

    I suppose so, if you are using plain colours, but it would be extremely fiddly - really, if you are considerign that you'd be better off using a dedicated modeller.

  • mdingmding Posts: 1,273
    edited April 2022

    @WillowRaven: From this:

    to this:

    ...try the following (it is not difficult, i still am an absolute beginner with Hexagon!)

    Before you start, please test if this method will work with your shirt:

    A) Choose "wire shaded" as Draw Mode in the viewport. Then try to loopselect the collar to which you would like to add the second "line" as described in steps 12 to 15. If it works as described, your prop is suitable for this guide and you can continue. (Thanks to Richard Haseltine for spotting this weakness!)

     

    1. Load your shirt and send it to Hexagon

    2. Choose Display Mode "Flat Solid and Edges"

    3. Leftclick on the shirt to select it which looks like so:

    4. Press the "Select Edges" Button:

    5. Select one edge in the collar zone where you want to add a second "line"

    6. Press the RING Button:

    7. Now it looks like this:

    8. Now select Tools --> Lines --> Insert Points:

     

    9. ... which creates the extra geometry. Now send it back to DAZ:

    10. In DAZ STudio: Choose import as a prop:

    11. If you haven't yet, delete the original shirt in the Scene Tab and select the "new" shirt. Choose "Wire Shaded" as Draw Mode in the Viewport

    12. Now activate the Geometry Editor:

    13. Select 2 adjacent faces in one of the lines:

    14. Rightclick and choose loop selection:

    15. Your first line is selected:

    16. Rightclick to choose create surface from selection and choose a name:

    17. Repeat steps 13-16 for the second line, then you can already put shaders on the lines and rest of shirt.

    18. Now convert the new shirt prop to subd:

    19. Load the Genesis Figure the shirt was created for, select the new shirt prop and start the Transfer Utility:

    20. Source is the genesis figure and target the new shirt prop:

    21. Adapt SubD level and surface settings to your liking.Just to show the UV mapping wasn't destroyed:

    2.png
    575 x 478 - 64K
    p8.png
    792 x 321 - 147K
    p9.png
    463 x 333 - 50K
    p9a.png
    628 x 285 - 126K
    p9b.png
    548 x 453 - 75K
    p9c.png
    498 x 457 - 51K
    p9e.png
    639 x 478 - 43K
    pnew9d.png
    493 x 310 - 81K
    p9g.png
    848 x 798 - 936K
    Post edited by mding on
  • Richard HaseltineRichard Haseltine Posts: 102,407

    That isa  good guide, thank you. The potential issue, and I suspect it applies here, is that some mesh is much less tidy - for example items exported from Marvellous Designer and not retopologised - in which case the ring selection won't work (or may select a crazy path snaking over the outfit).

  • mdingmding Posts: 1,273

    Richard Haseltine said:

    That isa  good guide, thank you. The potential issue, and I suspect it applies here, is that some mesh is much less tidy - for example items exported from Marvellous Designer and not retopologised - in which case the ring selection won't work (or may select a crazy path snaking over the outfit) 

    You are right, this seems to have been beginners luck, lol. Maybe somebody knows a clean suitable Shirt prop?

  • mdingmding Posts: 1,273

    @WillowRaven Added a test to the guide, so you can see if it will work with your shirt (Thanks Richard for the headsup!)

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