Prevent foliage poke through?

I know this question has probably been asked before, but I cannot find the topic in the forums.

Is there anyway to prevent poke through? 

I'm using some frogs (attached) in a landscape with tall grass and I've had to move the frogs around to get them situated where the grass and flowers do not poke though the figure.

I know this can also be a problem for hair with hats.

Is there no way to prevent this from occuring?

 

 

frog.jpg
669 x 669 - 436K

Comments

  • nicsttnicstt Posts: 11,715

    You could add a mask to the object in your scene that spawns the grass, except where you use the mask to stop it growing - that would reduce it; presuming that is possible for the grass-growing item you have.

    You may also be able to use something like Mesh Grabber to - wll grab  the grass and move it.

  • NorthOf45NorthOf45 Posts: 5,544

    For me, MeshGrabber is sort of a last resort, as changes are more or less permanent. What if Frogol wants to stand somewhere else? D-Formers will do the same thing and can be adjusted and moved at any time.

  • I would render the grass in it's own layer, the frog in it's own, and the background in it's own layer and composit them together in after effects or photoshop if you prefer. Then I'd double the grass layer and put on on top of the frog. There wouldn't be any poke through but if there's grass over the frog, just roto a mask out above where you want the grass to be in the foreground and feather it so that it is smooth and you'll get the desired effect! 

  • vonHobovonHobo Posts: 1,700

    NorthOf45 said:

    For me, MeshGrabber is sort of a last resort, as changes are more or less permanent. What if Frogol wants to stand somewhere else? D-Formers will do the same thing and can be adjusted and moved at any time.

    Thank you! Standing Frogol somewhere else has it's limitations becuase if two frogs are interacting, then moving them both becomes necessary. So you see.

    I will look into the D-Formers. Haven't any idea what that is. 

  • NorthOf45NorthOf45 Posts: 5,544
    edited February 2022

    It lets you distort the mesh in all sorts of ways (push/pull, twist, scale). It starts as a big ball of influence, with the most at the center. You can resize it and scale each axis on it's own. Select the target mesh, then create New D-Former. There are a number of ways to manipulate it, so experiment a bit on a cube or sphere primitive to see what it can do.

    Post edited by NorthOf45 on
  • You could also use the geometry tool to select the intersecting polygons and make them hidden.

  • PaintboxPaintbox Posts: 1,633

    Meshgrabber can reset its deltas (its changes) and so it is non destructive. I would use Meshgrabber myself, easier and less of a pain to setup then a d-former.

  • PaintboxPaintbox Posts: 1,633

    RobotHeadArt said:

    You could also use the geometry tool to select the intersecting polygons and make them hidden.

    Note that hidden polygons do not save, so only do it when you have the one render to do. You can delete hidden polygons and save that though.

  • PerttiAPerttiA Posts: 10,024

    Paintbox said:

    RobotHeadArt said:

    You could also use the geometry tool to select the intersecting polygons and make them hidden.

    Note that hidden polygons do not save, so only do it when you have the one render to do. You can delete hidden polygons and save that though.

    You can create a new surface for those parts and when you hide the surface, it will save 

  • HavosHavos Posts: 5,394
    edited February 2022

    A number of suggestion above will only work if the grass is not instanced, which it often is. If it is instanced you can buy scripts that will turn the pokethrough instance into its own prop, and use this to hide the geometry with the Geometry Editor, or bend it with Mesh Grabber.

    However I think this task is much easier to do in post work, as some of the suggestions mention above.

    I would achieve it by hiding the grass then doing a spot render of the part where the intersection grass is poking though the body. Then combine the two images in a photo editor, like Photoshop, Gimp, Krita etc.

    The whole thing should not take more than 5 minutes.

    Post edited by Havos on
  • vonHobovonHobo Posts: 1,700

    Havos said:

    A number of suggestion above will only work if the grass is not instanced, which it often is. If it is instanced you can buy scripts that will turn the pokethrough instance into its own prop, and use this to hide the geometry with the Geometry Editor, or bend it with Mesh Grabber.

    However I think this task is much easier to do in post work, as some of the suggestions mention above.

    I would achieve it by hiding the grass then doing a spot render of the part where the intersection grass is poking though the body. Then combine the two images in a photo editor, like Photoshop, Gimp, Krita etc.

    The whole thing should not take more than 5 minutes.

    The grass is instanced. That's why I have had trouble. 

    Can you suggest a product that will turn instances into own prop? Is there one in the DAZ store?

    With post work it's more work than I care to do. I did post work with a helmet that was deforming when fitted to G8M vs. G8F (product is for G8F) so having two figures in the scene just for a helmet was tedious. And can you imagine the headaches if it's for an animation. The post work would be daunting.

    Deleting the grass, rendering, then replacing the grass and rendering again can take hours and hours of render time. Removing parts of the scene is not an option as it changes the lighting and so much more, to the point where the frog is not lit the same in both renders. So I've just been going in and using the smudge tool to get rid of the bit of grass poking through.  

    I remember there was a hair / hat product to fix poke through. I may have to buy it if it works for more than just hair and hats.

     

  • vonHobovonHobo Posts: 1,700

    https://www.daz3d.com/sy-hat-and-hair-helper-genesis-8

    This is the product, but I guess it only works on hair? I need to get it for hair, but would be nice if it also worked on other props in the scene when you are dealing with poke through issues.

  • FirstBastionFirstBastion Posts: 7,836
    edited February 2022

    von Hobo said:

    The grass is instanced. That's why I have had trouble. 

    Can you suggest a product that will turn instances into own prop? Is there one in the DAZ store?

     This code66 product might work for you

    https://www.daz3d.com/instances-to-objects

    Post edited by FirstBastion on
  • vonHobovonHobo Posts: 1,700

    FirstBastion said:

    von Hobo said:

    The grass is instanced. That's why I have had trouble. 

    Can you suggest a product that will turn instances into own prop? Is there one in the DAZ store?

     This product might work for you

    https://www.daz3d.com/instances-to-objects

    Thanks! 

  • vonHobovonHobo Posts: 1,700

    Does anyone know if this product will work for things other than hair?

    https://www.daz3d.com/sy-hat-and-hair-helper-genesis-8

  • von Hobo said:

    Does anyone know if this product will work for things other than hair?

    https://www.daz3d.com/sy-hat-and-hair-helper-genesis-8

    It should work on fitted-to-the-head-things, I think, but not on general items.

  • vonHobovonHobo Posts: 1,700

    Richard Haseltine said:

    von Hobo said:

    Does anyone know if this product will work for things other than hair?

    https://www.daz3d.com/sy-hat-and-hair-helper-genesis-8

    It should work on fitted-to-the-head-things, I think, but not on general items.

    yes 

  • HavosHavos Posts: 5,394

    FirstBastion said:

    von Hobo said:

    The grass is instanced. That's why I have had trouble. 

    Can you suggest a product that will turn instances into own prop? Is there one in the DAZ store?

     This code66 product might work for you

    https://www.daz3d.com/instances-to-objects

    I have this one, which is very similar. https://www.daz3d.com/instaedit

    I think I chose Instaedit because it could break instance groups into their separate instances, I don't know if the code66 does that since I don't own it.

  • GordigGordig Posts: 10,174

    Havos said:

    FirstBastion said:

    von Hobo said:

    The grass is instanced. That's why I have had trouble. 

    Can you suggest a product that will turn instances into own prop? Is there one in the DAZ store?

     This code66 product might work for you

    https://www.daz3d.com/instances-to-objects

    I have this one, which is very similar. https://www.daz3d.com/instaedit

    I think I chose Instaedit because it could break instance groups into their separate instances, I don't know if the code66 does that since I don't own it.

    I believe you're right about that, though I haven't used either product too recently. InstaEdit, if memory serves, can be used much more surgically than Instances to Objects: the former allows you to click on a single instance and convert just that one, while the latter simply finds groups of instances and converts every single one to an object. 

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