Fur showing through clothing
Teigh
Posts: 5
I've got Majestic Anubis for G8 Male with dForce hair.
My problem is the fur shows though any clothing I use, I've tried using the "expand all" morph for the clothing, however I don't really want to do this too much as they'll eventually look too loose on the model.
Any ideas? I read something about layers, but that didn't seem to work (or I did it wrong).
Using Daz Studio 4.15.0.2 Pro 64 Bit
Many thanks
Fur Through.png
1024 x 576 - 849K
Post edited by Teigh on
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Might be the easiest route - make a couple of renders. One of the furry creature, then hide the creature/fur and render just the clothing. Put the 2 together in an image editor that works with layers.
yeah that's a serious problem which you can't fix it easily
One solution would be to use a geometry editor and just hide the geometry which is covered with clothing so that it stops poking out.
alternatively, you could just create custom morphs for clothes or use a push modifier with a weight map to expand only places that you need not everything.
also if as I see this clothing is basically a skirt, so you can try scale X and Z parameters on legs hips etc
Theoretically, collision layers in dforce are used to help the engine know which surfaces will be colliding with which other surfaces, both dynamic and non-dynamic, in what order, if that makes sense.
So you want to make surfaces that are already touching or pretty much touching the body, the fur in this case, or often head hair, layer one. You may even want to set different surfaces on the fur to be different collision layers, and from what I've read, some products come that way already. Then you want the clothing, in your case, to be the next higher numbered layer after the fur. This is complicated with clothing and head hair especially, because the clothing is often going to be between the head hair and the body at the end that's not attatched. I degress.
All of that will only get you part way there because the clothing is starting off with the fur poking through it probably. So your options are to use geometry editor to hide or even delete (save first maybe just in case) the geometry under the clothes, maybe simple depending on how the fur is really put together, or read on for a much more involved solution.
I would try using The push modifier/expand all and making the clothes big enough that they don't touch any of the fur at all, not even one strand. That's for frame 1 using the timeline, I'd use the Animate lite timeline because it's way simpler as far as I can tell than the other timeline. Then I'd go forward some distance, how many frames is up to you, different situations require different lenghts, and change the push modifier/expand all back to 0. I'd make sure there was about an eqaul number of frames after the clothing shrinks again, then simulate using timeline animation, I'd uncheck start from memorized pose probably, because it doesn't look like that would help here to have on.
With a bit of luck, and trial and error getting the right number of frames before/after the clothing shrinks back, the fur should begin to lie down a bit before the clothing shrinks and presses it against the skin. One reason this may not work is not enough geometry in the clothing to stop the fur from coming through anyways, which I think you can fix under edit-object-geometry-add level of detail. Not add subD because dforce ignores that. You can find a way more technical explanation of this elsewhere on these forums if you wish.
For whatever it's worth this is also a great method for putting on a hat over dforce head hair, or a bunch of other sort of odd case uses like stretching a pair of pants over a genital graft or adding a face mask of some sort. Hope this helps someone half as much as whenever i picked up this info helped me.
Thanks for that. Will give those all a try.
What happens if you specify the fur as the collision object for the clothing?
Collision object is something a bit different, and I think it's related to the surface smoothing settings, not really part of dforce. Every item in you scene will participate in a simulation unless it's hidden or specifically excluded from the sim.
With that said, I imagine that it would try to smooth the clothing over the fur instead of over the figure. My gut says it would probably result in even more fur poking through, but why not try it and report back what you find? Very few actions in DAZ are destructive so you can always use undo if you don't like the results.
When you fit for example a shirt on a figure, then a jacket, the shirt often pokes through the fabric of the jacket - I have then changed the Collision from the figure to the shirt and no more poke through, the jacket is still fitted to the figure.
Yes. As I understand it and from my use, that's for conforming clothing and even conforming hair. It works along with the smothing modifier to make conforming items fit better. Durring a dforce simulation the item sort of drops all of it's automatic conforming powers and the gravity, stretching, shrinking, wind, animation, whatever you've got set up, sim takes over, Any automatic conforming properties would just get in the way durring the simulation. After the simulation, all the conforming and smoothing properties are active again. Then we can try to fix pokethrough and shaping with all the same tools we have for the conforming item. The final result tends to look much more convincing and natural if we've sorted out as much as we can before pushing the simulate button.
As far as I can tell, only the automatic conforming properties let go durring the sim. Pretty much everything else seems to still function and can even be animated durring the sim.
Obviously it's way easier to just use the geometry editor to hide the fur under the pants, and likely no matter what even the most expert user could do before a simulation, there will still be some clean up to do afterwards. It's ridulously compicated, and inexact after all. I keep thinking that the more I learn about all of this the easier it will become, but so far it just keeps getting harder. It is fun though and when it turns out looking even ok in the render I sure do smile.