[Released] Geoshell Visibility Presets [Commercial]

Silas3DSilas3D Posts: 609
edited February 2022 in The Commons

Have you ever wanted to hide parts of a figure Geometry Shell but are tired of having to toggle each surface or face group individually?

Not anymore!

Geoshell Visibility Presets allow you to quickly and easily hide multiple shell surfaces or face groups, with a collection of presets covering all parts of the body.

What's more, this product has multi-generation figure support and works for Genesis 3, Genesis 8, and Genesis 8.1 — Male and Female!

 

Whats included:

 

  • All - OFF preset
  • All - ON preset
  • 7 arm/hand presets
  • 14 head presets
  • 10 leg/foot presets
  • 4 torso presets
     

 

Now released!

>>> Click here to purchase <<<

 

More info:

 

Often when using a Geometry Shell on a figure, you only want a specific body part to be covered. This product allows you to quickly turn off all shell surfaces and face groups, then apply a visibility preset for a particular zone.

They are cumulative in nature, so multiple presets can be applied (providing there is no poly crossover between surface and face groups).

There's also a couple of Genesis 8.1 only presets to hide the new `Body` and `Head` surfaces, which is particularly useful when using face makeup geoshell products from Genesis 3 and 8.

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Post edited by Silas3D on

Comments

  • GordigGordig Posts: 10,174

    Subscribed.

  • Silas3DSilas3D Posts: 609

    Thanks for your support, @Gordigsmiley

  • GordigGordig Posts: 10,174

    I don't use geoshells all that often, but nearly every time I do, I find myself wishing I had something like this.

  • CybersoxCybersox Posts: 9,082

    This will be an instant buy whenever it comes out. :) Will it work on all figures or just the G3 and post generations? 

  • Silas3DSilas3D Posts: 609

    Cybersox said:

    This will be an instant buy whenever it comes out. :) Will it work on all figures or just the G3 and post generations? 

    Thank you!

    There is limited support for older generations - where surfaces/face groups share the same names. So using the `All - OFF` preset won't hide all parts of the shell for Genesis 2, for example.

  • charlescharles Posts: 849

    I do use geoshells A LOT. But the trick I found is to make sure the parts I need hidden are using UBER shader and set opacity to 0.

     

  • Silas3DSilas3D Posts: 609

    charles said:

    I do use geoshells A LOT. But the trick I found is to make sure the parts I need hidden are using UBER shader and set opacity to 0.

     

    Using opacity will work in a lot of scenarios, but you can get ghosting artefacts showing with certain shader and lightning combinations, which is why using the visibility settings is recommended.

    There's also the added bonus of unnecessary geometry being hidden from the viewport and render, which when talking about HD figures at SubD level of 3-4 will save a significant amount of resources.

  • So I can make a head? I need a head. A baby head. A baby zombie head. It goes with my Phantom ride.

  • Silas3DSilas3D Posts: 609

    dennisgray41 said:

    So I can make a head? I need a head. A baby head. A baby zombie head. It goes with my Phantom ride.

    I don't know if you're being serious or joking hehe but no, that's not how Geometry Shells work.

    They work by creating a layer over a 3D object and for figures is often used for skin-tight clothing, tattoos and makeup.

     

  • charlescharles Posts: 849
    edited February 2022

    Silas3D said:

    charles said:

    I do use geoshells A LOT. But the trick I found is to make sure the parts I need hidden are using UBER shader and set opacity to 0.

     

    Using opacity will work in a lot of scenarios, but you can get ghosting artefacts showing with certain shader and lightning combinations, which is why using the visibility settings is recommended.

    There's also the added bonus of unnecessary geometry being hidden from the viewport and render, which when talking about HD figures at SubD level of 3-4 will save a significant amount of resources.

    I will agree with you on those points, EXCEPT for the fact that using the switch method instead of the opacity method requires one to have to turn those switches back off every single time they go in and out of modes such as mesh grabber and geo edit....which I do a lot. I don't know if that's a bug or feature.

    If your product remembers those switches and doesn't reset everytime going between those modes then I'll buy it. Otherwise sticking with opacity method.

     

    Post edited by charles on
  • Silas3DSilas3D Posts: 609

    charles said:

    I will agree with you on those points, EXCEPT for the fact that using the switch method instead of the opacity method requires one to have to turn those switches back off every single time they go in and out of modes such as mesh grabber and geo edit....which I do a lot. I don't know if that's a bug or feature.

    Kinda annoying to have to do that, but I would assume that's a feature given that you're effectively doubling the number of polys for the shell'd item, not hiding the shell could crash DS.

    Instead of togging the visibility toggles in that instance, surely it would be easier to just toggle the visibility of the shell itself in the `Scene` tab?

  • Silas3DSilas3D Posts: 609

    charles said:

    If your product remembers those switches and doesn't reset everytime going between those modes then I'll buy it. Otherwise sticking with opacity method.

    Could you provide a bit more detail about what's happening? I've just tried adding a geoshell to a Genesis 8 figure and going into geo edit mode and the shell is still visible...unfortunately I don't have Mesh Grabber to try and replicate locally.

  • charlescharles Posts: 849

    Silas3D said:

    charles said:

    I will agree with you on those points, EXCEPT for the fact that using the switch method instead of the opacity method requires one to have to turn those switches back off every single time they go in and out of modes such as mesh grabber and geo edit....which I do a lot. I don't know if that's a bug or feature.

    Kinda annoying to have to do that, but I would assume that's a feature given that you're effectively doubling the number of polys for the shell'd item, not hiding the shell could crash DS.

    Instead of togging the visibility toggles in that instance, surely it would be easier to just toggle the visibility of the shell itself in the `Scene` tab?

    I'm not hiding the entire shell. Example is using tears on the face you want to keep the face on and everything else off. But if your character has grafts, it won't remember your off setting for the grafts when moving between modes like geo or mesh grabber, even when you are using that mode on something not even related to the figure. Of course when you also have lots of characters each with several grafts, you can see how that is REALLY annoying.

     

  • charlescharles Posts: 849
    edited February 2022

    Something else that's super annoyoing are these forums that crash causing double posts.

     

    Post edited by charles on
  • Silas3DSilas3D Posts: 609

    @charles indeed, I've been trying to reply to your post for two days but the forums have been down - AGAIN :(

    I tested your geograft scenario and was able to replicate the issue - my product can't prevent the resetting of the visibility because that's just how it works in DS with making everything visible when you come out of geometry editor mode. There's also the issue of not knowing what the graft is called so my product only has awareness of the base figure surfaces and face groups.

  • DarkS474DarkS474 Posts: 154
    edited February 2022

    Just hiding parts of a geoshell won't work for export with plugins like the DAZ to Unreal Engine one... right ?

    So could you add the option to edit and delete the hidden parts of a geoshell so that when exporting what is hidden it doesn't get exported as it wasn't hidden at all ?

     

    Post edited by DarkS474 on
  • Silas3DSilas3D Posts: 609

    @DarkS474 I'm afraid that's not possible - GVP uses native DS visibility functionality and since a geoshell isn't really geometry you can't delete the 'geometry' in the Geometry Editor.

    The only way you can treat it as geometry is if you export to obj (or other supported format) which would then be geometry that you could delete unneeded parts after import. 

  • So... is there a tut yet, or a U-toob video for it?  I don't use geoshells at all... but I'd like to.   Its ok to tell me I need this... but I'd be more tempted to buy it if you showed me why I'd need it.

    I can't be alone in this...

  • Silas3DSilas3D Posts: 609

    @Chumly there is a pdf guide included with the product - this touches on what geometry shells are and how the product works. In layman's terms, you create a shell in DS (from create menu) and then use the 'GVP All - OFF' preset to turn off all of the shell surfaces. You then use another preset to turn on the parts you want visible. A geoshell is, as the name implies a shell/layer over the figure and is often used for skin-tight clothing, tattoos and makeup.

  • Silas3DSilas3D Posts: 609

    Thanks to everyone who has purchased so far, this is my fastest-selling product to date!

    As someone that is hoping to become a full time PA eventually I can't thank you all enough - it means a lot smiley

  • charlescharles Posts: 849

    Silas3D said:

    @charles indeed, I've been trying to reply to your post for two days but the forums have been down - AGAIN :(

    I tested your geograft scenario and was able to replicate the issue - my product can't prevent the resetting of the visibility because that's just how it works in DS with making everything visible when you come out of geometry editor mode. There's also the issue of not knowing what the graft is called so my product only has awareness of the base figure surfaces and face groups.

    That's too bad, I was really hoping for a final solutin to that. 

  • HylasHylas Posts: 5,070
    edited February 2022

    Hey Silas3D, just a bit of feedback from someone who was eyeing this product but has decided not to buy it (for now).

    I work a fair bit with both geoshells and geografts.

    My issue is that (if I interpreted it correctly) the moment you work with geografts, you're back to switching off individual body parts in the parameters menu.

    If your product came with compatibility for many popular geografts it would be a lot more interesting for me.

    In my case that would be mostly anatomical elements, Legacy UV geografts by Cayman, Cenatur 8, Morningstar wings, and various geografts by Meipe.

    Of course I understand that there are tons of geografts out there, and everybody uses different ones...

    Post edited by Hylas on
  • Silas3DSilas3D Posts: 609

    @Hylas yes as you've just said there's so many possible geografts that it would be impossible to include them all - I would also have to own all of them to know what the right path to include in the preset would be.

    I had to make informed decision about what would be the most use to the largest group of customers, combined with common use cases for figure geoshells.

    I do believe that the current offering provides a lot of value for many use cases, but as for any product you can't make everyone happy and cater for all scenarios, so I'm sorry that you don't find it compelling enough. 

  • OmnifluxOmniflux Posts: 383
    edited February 2022

    charles said:

    That's too bad, I was really hoping for a final solutin to that. 

    As we never know who has submitted tickets to resolve issues like this, I have submitted a feature request for it (#401192).

    Geometry Shell visibility groups for Geo-Grafts are reset upon entering Geometry Editor. They should be restored to their previous state upon exiting.

     

    Post edited by Omniflux on
  • Silas3DSilas3D Posts: 609

    Many thanks, @Omniflux!

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