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Hi!
It's a thing of the Studio progress dialog, that interferes with the timeline. It happens when you drag the slider of the timeline. Click on the slider again and the dragging will stop..
Did you apply dForce to the thickend object?
DForce should be applied to the original object.
It seems to me that the cutout opacity of the Layer 1 and Layer 2 is set to 0.0
In this case, also set the cutout opaticy of the Border-th shader to 0.0
and Border-th are set to 0.0
What shaders are you using?
Yes! That is the problem! The material preset that I applied to the skirt, hid those layers, and I was not aware of it. Thanks for identifying the solution.
In my case, I was not applying a shader. I was using the material that comes with the object. The throw in my example is from "Day Bed" SKU 65651.
it's just a general seamless tiling shader.
I see. It's a bug.
I'll update the plugin.
I could add a property to the mesher to enable or disable the Progress dialog.
The update can take some time (weeks) because, as usual, the plugin has to pass through the testing process at DAZ.
Thank you for confirming the bug so quickly and promising to fix it. It's too bad the fix has to be delayed for weeks by the Daz testing queue again. It would be nice if they gave some priority to resubmittals due to errors they didn't catch in their first round of testing.
Especially if those who might buy are waiting for the fixed version to be released, by which time the new product discount will have expired. I know that we can buy now and wait for the fix but I, for one, don't like to take that risk. I've bought products in the past where I've logged a support ticket for an acknowledged bug only to wait for something that never materialises. This is one of the reasons I wait even longer for the eventual sale because, by then, there may have been product updates already.
See the fix in your example:
They delay at most two weeks.
Anyway, I'll wait to the weekend before submit, in case someone reports me ahother bug.
In the meantime, you could use positive offset values, or don't stretch the UV and apply another shader to the border.
Great! I look forward to the fix. Two weeks isn't too bad.
I have noticed another strange behavior related to blocky pixelated Iray preview when I have thickened mesh in the scene. I'll gather more data and post the information in another message.
Just because I find a bug in the product doesn't mean I don't think it is great! I'm very happy I bought it. It is easy to use and works well!
Here is a scene that I think came out well, along with the thin counterpart for comparison. I only used small offsets like 0.15, because most garment fabric is really pretty thin - just not infinitely thin.
Thickened
Thin
Nice example, it really shows off the plug-in's worth.
-- Walt Sterdan
Yes, I agree. She could cut herself badly with those sharp edges so I bet she's happy that @barbult bought the thickener.
So, despite my reservations about bugs, I bought it anyway.
You will be happy, I think.
I ran into another problem. When I save a file with a thickened object in it and later reopen that file, the thickened object no longer has the resolution of the original object. It looks like the thickened object reverts to base resolution. If I disable and reenable the dynamic thickened object, it regains the high resolution of the original object.
Dynamic Thickened Object loses the high resolution of the original after saving and reopening the file.
Disabling and Reenabling the Dynamic Thickened Object restores the high resolution
This problem seems to be fixed with the 8/26/2021 update version 1.0.1.0. Thank you, Alberto!
I set my original object to be Visible in Render = Off, so it wouldn't interfere with the thickened object when I rendered. I don't know if that is the right thing to do or not. The image rendered correctly, but when I saved the scene and opened it later to render again, it rendered incorrectly. Part of the thickened object was missing!
This problem seems to be fixed with the 8/26/2021 update version 1.0.1.0. Thank you, Alberto!
I'm trying a different product now: X-Fashion Clown Costume for Genesis 8 Female(s)
I'm getting a lot of warnings in the log file. I don't know if they are significant or not.
2021-08-17 03:59:29.890 Loaded file: XF-Clown Collar.duf
2021-08-17 03:59:30.422 Loaded image XF_Clown_Collar_D03.jpg
2021-08-17 03:59:30.735 Loaded image XF_Clown_Collar_T.jpg
2021-08-17 03:59:31.095 Loaded image XF_Clown_Collar_D08.jpg
2021-08-17 03:59:52.643 WARNING: Object::connect: No such signal DzScene::aboutToRender(DzRenderer)
2021-08-17 03:59:52.643 WARNING: Object::connect: (sender name: 'Scene')
2021-08-17 03:59:52.643 WARNING: Object::connect: No such signal DzScene::renderFinished(DzRenderer)
2021-08-17 03:59:52.643 WARNING: Object::connect: (sender name: 'Scene')
2021-08-17 04:00:37.731 WARNING: ..\..\..\..\..\src\sdksource\shapes\dzfacetmesh.cpp(7160): Index out of range in DzFacetMesh::getUVSet()
2021-08-17 04:01:15.851 WARNING: ..\..\..\..\..\src\sdksource\shapes\dzshape.cpp(1729): Index out of range in DzShape::getMaterial()
2021-08-17 04:01:15.851 WARNING: ..\..\..\..\..\src\sdksource\shapes\dzshape.cpp(1729): Index out of range in DzShape::getMaterial()
2021-08-17 04:01:15.997 WARNING: ..\..\..\..\..\src\sdksource\shapes\dzfacetmesh.cpp(7160): Index out of range in DzFacetMesh::getUVSet()
2021-08-17 04:02:25.792 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5539): Could not find node parent.
2021-08-17 04:02:25.955 WARNING: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(2030): Failed to follow node.
2021-08-17 04:02:25.955 File loaded in 0 min 0.2 sec.
2021-08-17 04:02:25.957 Loaded file: XF-Clown Bottom.duf
2021-08-17 04:02:26.498 Loaded image XF_Clown_Bottom_D03.jpg
2021-08-17 04:02:58.400 WARNING: Object::connect: No such signal DzScene::aboutToRender(DzRenderer)
2021-08-17 04:02:58.400 WARNING: Object::connect: (sender name: 'Scene')
2021-08-17 04:02:58.400 WARNING: Object::connect: No such signal DzScene::renderFinished(DzRenderer)
2021-08-17 04:02:58.400 WARNING: Object::connect: (sender name: 'Scene')
2021-08-17 04:03:03.322 Loaded image XF_Clown_Bottom_M.jpg
2021-08-17 04:03:03.490 Loaded image XF_Clown_Bottom_D03.jpg
2021-08-17 04:03:03.578 Loaded image XF_Clown_Bottom_R.jpg
2021-08-17 04:03:04.905 Loaded image XF_Clown_Bottom_D03.jpg
2021-08-17 04:04:03.274 WARNING: ..\..\..\..\..\src\sdksource\shapes\dzfacetmesh.cpp(7160): Index out of range in DzFacetMesh::getUVSet()
I tried the thickener on hair. It was kind of slow, compared to use on clothing, but it definitely made the hair look thicker. I used a tiny offset of 0.01. This might help some of those thin and wispy hairs we get some times.
Original
Thickened
Thanks Alberto!
I tracked down a repeatable (at least for me) scenario that causes the viewport blockiness I mentioned earlier.
Sometimes the viewport can be restored to full resolution by clicking in it, or disabling the Thickener mesher, but sometimes none of that works. The only fix seems to be to go to the Draw Settings pane and change the Manipulation Resolution to Normal and leave it there.It acts like the Thickener is leaving something in an unfinished state that makes Daz Studio think the viewport is being manipulated when it is not.
This problem seems to be fixed with the 8/26/2021 update version 1.0.1.0. Thank you, Alberto!
I'm playing around with Static thickening now. There seems to be an issue with a strange border being created on a G8F's teeth when using the "Scale duplicated facets" option. (NOTE: the Thickener manual recommends using the default method (not scaling) for characters.) Only the teeth seem have the problem. The problem gets worse if "Subdivision in border" is applied. The border can be hidden in the surfaces tab to get around this issue. I wonder why it happens only to teeth?
Here are some interesting things I made with scaled Thickening of primitives.
That's really cool, I don't think I would've thought of that!
Subtle, but a noticeable difference - thanks for that!
In my dForce experiments I've used a lot of primitives to create objects. Planes are of course 2-dimensional but so are the cut-outs in cylinders, spheres, and cubes are as well. So I went back to my very first experiemnt, a blanket made from a plane, and applied the thickener to it. Makes dForcing of primitives even more attractive. I also thickened the clothing.
With:
Without:
The blanket looks very good, Rich.
I like the way the thickener works with Marvelous Designer clothes. I won't need to try to roll edges for thickness now.
Thanks @Barbult. I like those primitives you made. And the clothing looks good too
The following is not a bug just a consideration when using textures with regions of low or zero opacity. The thickener will duplicate the mesh but if the texture has opacity cutouts you will have two surfaces floating apart. This may or may not look good and in some circumstances it could even be desirable. Just something to keep in mind.
Here's a closeup of a lace scarf.where you can see the two surfaces (I colored the thickened surface to differentiate them):
Here's the original scarf made from a 2D plane: