Clothing Thickness
Jovanni
Posts: 87
in The Commons
There is a push modifier in Daz3d. This modifier pushes the polygons in the direction of the normals. It does not increase the thickness for open meshes.
It would be nice to also have a modifier that gives thickness to open meshes. This is almost all the clothes in the daz3d store. I understand why this is being done. This is necessary for a trouble-free d-force simulation. But it would be great to apply a thickness modifier after the simulation.
Most of all, I am concerned about the appearance of the collar and sleeves. These are sharp edges without thickness. I'm worried about my Gen_8, because he may cut himself on this sharp edge of the collar. What do you think about this?
Comments
It's impossible to give any thickness to single-sided meshes, you need to have made the clothing with dual-sided meshes that have a space between them...
And 'thick' meshes will cause yukkies when rigged into clothing.
I haven't tried it yet, but it may be possible to finalize your wardrobe and posing (applying dForce if appropriate), then export the relevant clothing to Blender, apply a Solidify modifier, adjust the "thickness" as desired, then reimport the mesh back into Daz for rendering. It's not ideal and it may be faster to fake the clothing thickness of collars/cuffs in Photoshop once the render is finished, but the Blender round trip might be worth exploring.
Daz really need to prioritize this feature.
It would make all those products from PA's who just export ugly thin mesh from Marvelous Designer instantly better.
Content creation could be greatly simplified.
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You can usually just right-click on the timestamp and select Copy Link
Is it possible to use 'displacement' - using the clothing item's bump map - in the shader to increase thickness? Or does that just move the mesh in/out?
Yes, I submitted a plugin that can give thickness to cloth. In this example the thickened cloth is on the right.
The same shirt, but with a exaggerated thickness to see more visible the mesh.
How about that! Thanks.
Oh that'll do wonders for Iray's rendering time.
What might be better from PAs is to make clothing with thicker trims and hems.
This will be an invaluable tool for those looking for some more realism in their scenes!
Having the full inner mesh causes problems with smooth and push modifier. The inner mesh has a nasty habit of poking through the outer mesh. Marble has the right idea. The better clothing has a trim at the edges that turns in toward the body giving the illusion of thickness without the extra geometry over the entire surface of the mesh.
I'm sure Catherine is right about rigging problems, too.
Test it thoroughly before going too far with extra mesh for hems, etc. Spikes, and funky stretching are not desirable either. There's a reason most have been using single mesh all over the place.
The illusions for depth can be had using displacement maps, etc. Or maybe a gentle morph here and there that can be adjusted.
I noticed an interesting "BP" feature with this set when I tested it:
https://www.daz3d.com/x-fashion-dforce-embroidery-style-set-for-genesis-8-and-81-females
If you turn "BP" Off the edges get thickness, if On they get thin, so I wonder what "BP" stands for.
Well with this you need to select the clothing, not the character, to apply it.
Are there any corresponding BP morphs in the character for this outfit? It might be making the outfit press into the character without them, making it look thinner.
I do this trick all the time, it's simple and free, make an all white image and save it out as a png. Then drop it in the displacement channel and adjust the max displacement setting.
I use this mainly to fix pokethrough that can't be smoothed away, but it does thicken the surface.
No not separate morphs, but I can see now that if you select the character instead of the clothing and apply the BP presets you get both thickness and body pressure. So thickness seems to be default, but if you select the clothing instead of the character and turn on BP, thickness is removed, and vice versa. Maybe an unintended side effect.
Fantastic. I will buy this the moment it's approved!
hmm, i think it would need to have a very sharp white-to-black transition at the relevant UV borders to thicken the edges, otherwise you are just elevating the thin geometry, not introducing thickness.
Also if geometry isnt welded some might come apart
Well, imo Daz should buy this from AB and include in the default Daz Studio so that all content creators can make use of it rather than hoping users have it and requiring users to do any set-up steps.
What happens with dforce and a thickened garment like that?
Explosions.
Interesting tip, thank you :-)
That's what I thought.