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Hi.
Has anyone succeeded in putting a piece of cloth on a character exported
from DAZ ?
I tried to put a square of tissue on the arm of Michael, but the cloth
goes through the arm, and is stopped by its lower side.
Ideas ?
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regdo wrote:
> Hi.
> Has anyone succeeded in putting a piece of cloth on a character exported
> from DAZ ?
> I tried to put a square of tissue on the arm of Michael, but the cloth
> goes through the arm, and is stopped by its lower side.
> Ideas ?
invert normals?
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
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N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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Tim Cook wrote:
> invert normals?
>
I tried "inverse" in the declaration of the object, but it has no
effect. Is it the right way to do it ?
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regdo wrote:
> Tim Cook wrote:
>
>> invert normals?
>>
> I tried "inverse" in the declaration of the object, but it has no
> effect. Is it the right way to do it ?
No way to make it work with the mesh. It seems to work with a cone. The
question is : the doc says it must be used on "object with well-defined
interior". Does that mean that a mesh is not an object with well-defined
interior ? Does anyone know what, technically, is behind that definition ?
If it's a mathematically solid shape, that features loses much of it's
interest to me. But I have already seen renders of cloth on people
(don't remember where, tough). How did they do ? *sigh*
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"regdo" <reg### [at] wanadoo fr> wrote in message
news:41f76bdf$1@news.povray.org...
> regdo wrote:
>> Tim Cook wrote:
>>
>>> invert normals?
>>>
>> I tried "inverse" in the declaration of the object, but it has no effect.
>> Is it the right way to do it ?
> No way to make it work with the mesh. It seems to work with a cone. The
> question is : the doc says it must be used on "object with well-defined
> interior". Does that mean that a mesh is not an object with well-defined
> interior ? Does anyone know what, technically, is behind that definition ?
> If it's a mathematically solid shape, that features loses much of it's
> interest to me. But I have already seen renders of cloth on people (don't
> remember where, tough). How did they do ? *sigh*
Anymore, I use Poser 5 to model cloth simulations. I have played with the
simcloth patch, however, but I don't think I used it on a mesh, so my answer
may not be completely accurate.
There are a few tricks you can try. You can make portions of the model
non-visible within Poser or DAZ|Studio (I believe). Or, you can
"difference" out portions of the model where their skin sticks through. Or,
you can make your cloth slightly larger (scale 1.1). Or, you can offset the
cloth by a certain amount.
--
Jeremy
www.beantoad.com
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> regdo wrote:
>> Tim Cook wrote:
>>
>>> invert normals?
>>>
>> I tried "inverse" in the declaration of the object, but it has no
>> effect. Is it the right way to do it ?
> No way to make it work with the mesh. It seems to work with a cone.
> The question is : the doc says it must be used on "object with
> well-defined interior". Does that mean that a mesh is not an object
> with well-defined interior ? Does anyone know what, technically, is
> behind that definition ? If it's a mathematically solid shape, that
> features loses much of it's interest to me. But I have already seen
> renders of cloth on people (don't remember where, tough). How did they
> do ? *sigh*
Did you look instead at the 'inside_vector' option for the mesh ?
It's section 3.4.2.3.1 of Pov-doc 3.6.1.
Maybe that would give your mesh the solidness it need...
Your mesh should be closed, nevertheless.
--
This is an unauthorised cybernetic announcement.
When someone says "I want a programming language in which I need only
say what I wish done," give him a lollipop.
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Jeremy M. Praay wrote:
> There are a few tricks you can try. You can make portions of the model
> non-visible within Poser or DAZ|Studio (I believe). Or, you can
> "difference" out portions of the model where their skin sticks through. Or,
> you can make your cloth slightly larger (scale 1.1). Or, you can offset the
> cloth by a certain amount.
>
Thanks for your answer.
Let me be more precise : The effect I wanted is a piece of cloth on the
arm of the character (the one you lay on on the beach, I can't remember
the english name.). So I made him put his arm horizontally, in front of
him, defined the cloth piece as a rectangle laying on top of it
(actually, over it, to be sure it would not be partly inside the mesh)
and let it drop on the arm. The only part of the body exported from
poseray was the arm. Its skin is obviously the right way (at least
according to the normals I can see in poseray, I'm not skilled enough to
determine it "by eye" just looking at the mesh statement). That's why I
don't understand why the top part of the arm is "transparent" to the
cloth (and furthermore why the *bottom* part of it is not !). I have
absolutely no idea of what went wrong on that unsuccessful try, and can
see no way to get rid of that stupid effet.
A cone approximating the arm give a good result, but it lacks the
bumpness if the "real" arm. It does not give the effect I wanted. For
now, I have abandoned that part to concentrate on other features of my
scene, but I loved that idea and am really disappointed I could not
realize it.
Is there any difference between a poser5-exported character and a
DAZ-exported one ? I thought there would not, at least from the "mesh"
point of view.
Though I do plan to buy Poser, I'll have to wait a little : it's not as
cheap as DAZ (and much more complex) !
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Le Forgeron wrote:
> Did you look instead at the 'inside_vector' option for the mesh ?
> It's section 3.4.2.3.1 of Pov-doc 3.6.1.
> Maybe that would give your mesh the solidness it need...
> Your mesh should be closed, nevertheless.
>
Thanks for your answer. I did not know that feature, which could be
interesting.
The problem is I can't be sure the mesh is really closed (especially if
I export only part of the character from poseray, which is what I did :
only the arm interested me, but the full character gives the same
results). I (stupidly ?) thought that the "interior" or "exterior" faces
of a mesh triangle was given by the normals, exterior being the
half-space including them for each triangle.
The inside_vector seems to be unique for a given mesh. Do you think it
could work if I put it at <0,-1,0> ?
In that case, will the top part of the arm should work right, but what
about the side parts ?
Could anyone share a sample code with a really 3d mesh (not like the
examples of the simcloth feature) which make use of inside_vector ?
Thanks for your help.
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I think I understand what you're saying now. My fault for misinterpreting
your original post.
So, the cloth is completely falling through the top part of the arm... You
might get a better response by posting in povray.unofficial.patches.
As far as inverted normals, I've had strange things happen when converting
OBJ files from one program to another. It's entirely possible that
DAZ|Studio and Poser do not export their OBJ's in a similar format, but I
have no direct knowledge either way.
--
Jeremy
www.beantoad.com
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