PTF Grungy Threads help required

Hi team, I have read https://www.daz3d.com/forums/discussion/373921/ptf-grungy-threads and am getting somewhere with it but I have 2 follow on questions (Posting a new thread as the previous is over 2 years ago)

1. Is there now a tutorial for how to use the software? Eg Modifying stains/rips?

2. Does anyone know why only part of the skirt in the attached is affected by ripping? The skirt is from H&C School Uniforms

Many thanks

Comments

  • Hmm...the image isn't uploading for some reason. Basically, the back of the skirt is ripped but not the front, something to do with Geometries? I have selected all I can in the surfaces tab

    Trying again

    thanks

  • felisfelis Posts: 4,311
    edited December 2022

    Which preset are you trying to use?

    You must be aware of that the presets are dependant on the UV layout.

    That means, some presets like ripped edges, "assumes" that the edge is in the lower part of the UV layout.

    If that is not the case you will need to offset the cutout oppacity from ptf grungy threads.

    Edit to add: if the skirt have the UVs on top of each other, which is quite common, then it will be more tricky to do it.

    Post edited by felis on
  • NorthOf45NorthOf45 Posts: 5,483

    If you want different stains and rips, you have to make your own bitmaps, in a similar format to the ones in the product (opacity masks & overlays for the rips and stains). Cobbling them together as presets will take time and effort, but is not a function of this product, it is a general task in DAZ Studio.

    The masks for the rips apply one tile per UV map by default, with no offset or tiling, so if the rips do not overlap with the texture map, you need to either shift it or tile it using the Image Editor to alter the Instance Tiling (click the microthumbnail for the channel you want to tweak to get the popup list, Image Editor is near the top).

    Use the UV view in the Aux Viewport to see where the garment textures are located in the square. Move/scale your opacity mask to cover the areas you want. You might not be able to get what you want with a single mask, but that's when you can make your own.

  • Hi felis, I have tried several presets and it only seems to be on skirts, of which I have tried several different ones. There seems to be a distinct "border" between front and back after applying the rip so you are probably right. Although I don't fully understand the intricacies of UV layouts! I have tried the offsets in the utilities folder of PTF but nothing happens. Also when I use the Cutout Opacity slider, the whole skirt just diappears. I am trying to upload a pic for clarity but for some reason it's not happening.

    I will now Google UV layouts!

    Many thanks

  • Hi NorthOf45, thank you for the info, I shall try and stumble my way through that :)

  • felisfelis Posts: 4,311
    edited December 2022

    Yes, that image upload being broken is annoying.

    Try to select all surfaces in your skirt, and then in viewport change it to UV. Then you will most likely see that the front and the back are stacked on top of each other.

    And the cut-out oppacity (when using edges in grungy thread) is only in the lower part, and therefore the UV that is placed on top is unchanged.

    Post edited by felis on
  • felis said:

    Yes, that image upload being broken is annoying.

    Try to select all surfaces in your skirt, and then in viewport change it to UV. Then you will most likely see that the front and the back are stacked on top of each other.

    And the cut-out oppacity (when using edges in grungy thread) is only in the lower part, and therefore the UV that is placed on top is unchanged.

    You are spot on there my friend, they are stacked. No matter how much I move them Horizontal/Vertical, Tiles/Offset, the front stays the same. I also tried adding another layer but I can't seem to manipulate that on its own. Don't know if that's possible, I'm just clicking buttons, fiddling nobs, see what happens! :)

    Thaks for the help

  • felisfelis Posts: 4,311
    edited December 2022

    What I describe now might be a little too much, but you can consider.

    If the UVs of the front and back can be split with a straight line then all is good.

    If not you need to create a black-white image - a mask.

    1) Create a mask 2048*2048, white for the upper part of the UV and the rest black. The white does not have to be precise, just so it dont get into the lower part of the UV.

    2) In the surface tab for the skirt, after you have applied Grunge Thread fin the Cut-Out Oppacity

    3) Left-click the image and select Layered Image Editor

    4) Click the + add image layer, and for that layer select the same image as you already have!

    5) Y-offset that image around -1000

    6) If you needed to create a mask, then click + add image mask and select the mask you have created

    Done :-)

    Even if the UV's are not fully seperated, maybe start without the mask, so you get a felling for what you are doing.

    Post edited by felis on
  • Feli - Phew! That sounds quite complicated for me, but I like a challenge! I'll do some work on this and report back. I may be some time...

    I'm going in...

  • felis, genius, sheer genius! Didn't need a mask, adding the same image again and moving it did the trick. Took some trial and error on my part to figure out what the heck I was doing but got to an acceptable solution in the end! -1000 was a bit too much on the Y axis, ended up too high, so fiddled around with that setting and at about -450 it matched up quite nicely. Now I'm a clever dickie I might fiddle around a bit more cool

    May your furs keep you warm in the winter and your camels bear many young my friend laughyes

  • felisfelis Posts: 4,311

    Good to hear it worked out for you yes

    My guess of -1000 was based on the skirt filling out the whole UV space, but it sounds as it is combined with the rest of the outfit.

    LIE is a neat little implementation for doing adjustments to images, and by using masks you can get even more advanced layering.

    Makeup that can be used across different charatcers are made with LIE.

    Instead of using LIE you can of course take the UV template into an image editing program and create a dedicated texture.

  • Good to know felis, I am beginning to understand more bout the more detailed aspects of DAZ. Many thanks laugh

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