[Tutorial] Indenting Skin Where It Touches Objects

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Deviation Actions

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(I will link a YouTube version when I have one.  Hopefully I can fix my mic's current issues soon.)

Today I'm going to show you how to force a figure in Daz Studio to indent when in contact with clothes, ropes, or other objects.  This is not a feature of the program at the moment (figures having physics is still a long way out, I suspect).  We can use a kludge to make it happen.

I was asked about this via PM, and I realized I hadn't actually tried it on the assumption that it would not work.  When I did try it, it actually DID work.  It's very unstable and somewhat crash-prone in my testing, and the higher poly the colliding object is the more unstable it is, but it works.

Here is the workflow I used.

1.  Load a figure into the scene.  I don't know if the geometry of Generation 4 is too different or not, but it might still work.  Definitely any Genesis figure will.

2.  Set up everything else in your scene: the clothes, the props, the lighting, etc.  You want it all to be done BEFORE you do this next step, including all the items with which you want the figure to collide.

3.  Save the scene.

4.  Hide everything except the intended collision items (hide the figure, the props they're not touching, the skydome if it's 3delight, etc.).  You do this by clicking the eye icon in the scene tab next to the item's name. 

5.  Export all those intended collision items to obj.

6.  Unhide everything.

7.  Import the merged collision obj.  Hide it.

8.  NOW SAVE AGAIN.  SERIOUSLY DO IT.  IT'S PROBABLY GOING TO CRASH AT THE NEXT STEP.

9.  Select the figure in the scene tab and click the little button in the top right or left corner.  Go to Edit--Geometry--Apply Smoothing Modifier.  Set Smoothing iterations to 1 and collision to 7 or higher.  Set the collision object as that merged obj you imported, the one that is now hidden.

10.  Now either your figure collides with your hidden item, and it looks like it's colliding with all the visible props, or the program has crashed.  If it crashed, reload and try this step again.  Usually it works on the second try.  Unless the collision object has too many polygons for your system.  It'll be fun finding that part out.

11.  When you have reached a state of collision and the program is still running, now you're ready to render.  Afterward I would set the modifier to "off" before saving in case this might cause reload problems (I haven't had any yet but I'm wary of it for no reason I can explain).
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modhd's avatar

I use a variation on this technique all the time for fingers and hands touching stockings or other clothing that already use smoothing modifier collision. Duplicate the base figure, move the hand away from the clothing, then hide this new figure. Update the collision object of the clothing to this new figure. This makes for hands that don't push clothing into the body.


You can do somewhat similar to create HD skindentation effects between characters, but honestly becoming a PA or just migrating your final detail work and rendering process to Blender is easier.