(Solved) Posing the WetFx decal on the back and on the side of the body (4.11)?

handel_035c4ce6handel_035c4ce6 Posts: 472
edited January 2021 in Daz Studio Discussion

I'm very tempted to buy this asset https://www.daz3d.com/wetfx-decal--shader-kit, escpecially as it is 40% off right now; and found a nice review-tutorial on youtube, but the tutorial shows only how to put the decal on the front side of the human model, and says it can be rotated and moved.

So will posing on the back/sides of the human model will work on 4.11 and how exactly to pose move there - presuming it is already parented. Or I will have to unparent it, pose it and parent it again?

Post edited by handel_035c4ce6 on

Comments

  • wscottartwscottart Posts: 442
    edited January 2021

    Kicking myself a the moment, but there is a youtube video out there describing how to explore and use this product. Youtube video describing the exploration of this product on Dreamlight at youtube.

    the link is

     

    Post edited by wscottart on
  • wscottart said:

    Kicking myself a the moment, but there is a youtube video out there describing how to explore and use this product. Youtube video describing the exploration of this product on Dreamlight at youtube.

    the link is

    I found exactly this video - but the guy still poses the decal only on the front (but I'll watch it again!).

  • NorthOf45NorthOf45 Posts: 5,532

    Any Iray decal can be oriented to apply to the surface of interest with a combination of rotations and translations. Just ensure that the bounding box intersects the surface, and the blue axis is pointing away from it, basically.

  • handel_035c4ce6handel_035c4ce6 Posts: 472
    edited January 2021

    I bought it; will try it now.


    Guys, I still need help! I tried it but it is not like in the video - when I try to rotate the decal it visibly rotates but the axes do not rotate - the blue axe remains in the same direction and it is PITA to pose a rotated decal;

    Also - there are 2 water shaders and when I use the second one (soapy water milky) the whole box prohectios becomes white.

    Edit: Also when I move to the side of the body there appear straight line borders.

     

    Post edited by handel_035c4ce6 on
  • NorthOf45NorthOf45 Posts: 5,532

    Are you rotating the decal node, or the projection? The first will rotate the axes, the second will only rotate the image without changing the axes.

    Think of the decal as a projection. If there is a depression in the surface, it will not catch the image from the decal, much like a shadow in a ditch as the sun sets.

  • NorthOf45 said:

    Are yourotating the decal node, or the projection? The first will rotate the axes, the second will only rotate the image without changing the axe

    Think of the decal as a projection. If there is a depression in the surface, it will not catch the image from the decal, much like a shadow in a ditch as the sun sets.

    There are 4 screens. At the third the WFX Decal is rotated but the blue axe remain in the same position; no rotation on the Decal only. And on the 3rd screen there is an abrupt straignt border of the image. Also see what happen if I apply "WFX soapy water milky" shader.

     

    step1.png
    581 x 295 - 249K
    step2.png
    419 x 233 - 187K
    step3.png
    1104 x 603 - 460K
    step4.png
    1611 x 525 - 439K
  • NorthOf45NorthOf45 Posts: 5,532

    I am perplexed as to why the axes do not turn with the decal bounding box. I don't have that specific product, but I do have several from the same vendor, and they all work the same way, unless there is something special about these. There are different projection types and coordinate systems, but I can never get them to work the way I expect.

    The third image shows the clipping of the decal beyond the "horizon". If the decal would turn as expected, that should not happen.

    For the fourth image, the soapy water shader is probably best applied to a water surface, like in the promo with the sink, and not on skin. You are seeing the full extent of the bitmap, which probably extends right to the edge of the range with no transparent soft edge. Scale it to fit the water plane.

  • NorthOf45 said:

    I am perplexed as to why the axes do not turn with the decal bounding box. I don't have that specific product, but I do have several from the same vendor, and they all work the same way, unless there is something special about these. full extent of the bitmap, which probably extends right to the edge of the range with no transparent soft edge. Scale it to fit the water plane.

    The only idea I can think about is just checked - my DS is on World coordinates and the asset by default is on Object. Too sleepy now but tomorrow will change the DS settings to Object coordinates.

    Which reminds me to ask - what is the difference between "Object" and "Local" coordinates?

     

  • NorthOf45NorthOf45 Posts: 5,532

    Don't quote me, but I believe Object coordinates are based on the root node of the parent. Local coordinates are based on the rigging of the immediate node or bone. I experimented a bit, and that seems to be the behaviour. With Object Coordinates, the decal turns, but the axes do not. With Local Coordinates, the axes follow the rotation of the decal. I guess in the third image the clipping would still happen if you don't turn the decal enough to directly face the figure's side.

  • Problem solved. The Daz coordinates must be set to *Local* and then rotating the WFXDecal will rotate the projection axes as needed!

    resolved.png
    1912 x 573 - 607K
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