I had no idea you could CTRL+Click to hide the figure and everything parented to it! I kept creating a group for each character in busy scenes in order to hide them. Thanks for that tip, plus the whole rest of the video.
Been doing this for quite sometime now. It indeed has a HUGE positive effect on the realism when done well. It can also be turned the other way around... imagine you are sitting on a hard surface.. you can put the smoothing modifier on the model to interact with the hard surface and then you get that sit effect on the model... becarefull though with a lot of HD model the HD effect on the textures get removed or barely visible. to overcome this, just render the whole scene without the effect, after you've saved the render go back in to the scene, add the smoothing modifier on the model, select the collision item and make a spot render on the spot thats colliding... then open you fav. image editor, For photoshop: add the full render as first layer, add the spot render as second layer on top of the first layer and tadaaaa you have your effect on the model instead of the object. TIP for photoshop users: you don't need to align the spot render manually. if you go to "file" and select "place embedded" the spot render will then overlap exactly in to the right place. Hit "Enter" and it's add as a second layer on top of your first layer. 2nd TIP: if you want to edit the spot render then rasterize your render. Right click on the embedded layer and select rasterize and you can edit the layer.
Jay, you are a fountain of knowledge regarding Daz Studio and I appreciate all your tutorials. You are an invaluable resource to the community. Thank you!
Thank youuuuuuuu!!! I thought you were going to talk about DForce... Which by bad PC can't handle, but.... Finally! A piece of realism without blue screens of death!!
You know what I really love about this tutorial is all the little tidbits of info on the way. I have struggled with all of these in the past. Example is selecting all children of a figure and setting visible off. It always missed stuff and was a pain to toggle. Most other tutorials just do it and stick to the main subject. I LOVE that you go into a quick explanation so now questions I didn't even think to ask are answered! It would be cool to get all the little essential tricks for the most common applications in videos. Like one for Blender, Daz, Unreal etc. I usually can figure out what I need to do but it is usually not the best way and I get frustrated with it all the time! Also, if you have not already, an Octane render tutorial with materials and skin shaders would be great since Octane has been much better than Iray for me running on my GTX1070. You earned a subscribe with this one though :)
Thank your for another fantastic tutorial Jay! This will be extremely useful as most people including me can't use dForce. Though it depends of the model, I just tested this in a bed that I was going to use in a scene and the bed just got destroyed, I noticed this was because of the smoothing iterations, the more I increased the more the bed got distorted, I tested with other props and it seems that it works better with sofas and chairs just like the one that you used in the last example, I didn't apply SubD so that might help a little or a lot, let's see how things go, thanks again for this incredible tutorial!
This will come in handy in a major way and often. Thank you!!! I am also interested in what Terebonkoff Studio asked... having a character collide/deform its self.
Aha! So I could do the opposite with say, a leg and a hard surface I would think. Actually...I will go try. That would be a yes. You can get a leg to "squish" on the edge of a hard surface, sitting on a wall etc. Apply smoothing to the leg with the wall as collision object.
Yes that works too, you can deform figured with objects, or even deform figures with other figures. You may run into issues when you involve clothing, which usually has a smoothing modifier applied to that it looks good on the figure. But in principle it works.
I knew of these concepts from 3D Studio Max but had no idea where in Daz Studio the options were located thank you Joe for showing us the way Effin Brilliant
Great video :) I first was using dForce to achieve this kind of deformation, but it required a lot of work :( I discovered Smoothing Modifier later and indeed it's a lot quicker to use :) There are some exceptions where none of these methods are working though, and we have no choice but to use a 3rd party editor (in my case Blender).
OMG! I thought it was going to be a video about D-Former (that's the tool I use to make the deformations on seats or pillows), I know how to use it and I didn't need a tutorial on that, but since I like your videos, of course I click on it anyway. Big surprise for me! That was incredible. Needless to say, from now on, this is the way I'm going to do all my deformations! Thank you so much and keep up the excellent work!
No wonder I was waiting for this video. This is just super. Thank you so much. I have a question. How to make it so that my character poked his finger into the bicep of the second hand and a dent appeared in it. Is it possible to use Deforming a character with itself and not with other objects?
Just cheat a little: Duplicate your character with the same position and use the smoothing modifier colliding with the second character, then, just hide the second one...
The simplest way to do this would be to export both characters as a single OBJ, then import it again as a proxy object. Make it invisible and use that as the collider. You could also split the seat object into two (duplicate, then hide/delete then relevant polygons) and give each part its own smoothing modifier.
Nice thanks. What if I wanted it the other way round: actor rests on a solid object, say arms on a rail, sitting on a concrete block - how do I make Genesis indent instead?
The most reliable way to do that is by sculpting or modelling this. ZBrush or the Blender sculpting tools are great for that. It's a tad difficult to get started though. Alternatively there is a Daz product called Squishy Humans, it works by adding dForce to the figure, but I'm not a fan. Another option you can try are the Zev0 adjustment products, they add a ton of sliders to deform the figure, but that's a manual process. I believe Glute Control is what you're looking for: www.daz3d.com/glute-control-for-genesis-8-female-s?cjref=1&cjevent=8562606683d811ec82acee370a82b821
Is there a setting to force the deformed object to maintain volume? Ex: an apple get's hit with a highspeed golfball and as the ball crossed the apple's mesh it doesn't just cave in it also expands outward to maintain volume?
The modifier isn't clever enough for that. There are a couple of hidden properties that affect if and how much the deformier is applied, you can try to play with those, but for your example it's probably easier to use a tool like Blender to make the indentation.
Thank you very much, until now I did this with dformers. As long as I place the character on the edge it works great. But when I want to use a cube primitive as a mattress and put a laying character in the middle, the primitive only gets deformed a little bit. If I move the character further in, the character will sink into it. Tried it with 10 and 100 divisions and different collision settings. When using only a plane as a surface it's working. Any idea how to solve this?
More divisions should do the trick. 100 on a plane is the equivalent of 600 on a cube, I’d try that or perhaps 1000. Alternatively try adding a subdivision surface modifier, that also adds divisions.
I tried to do it here, just like the instructions, and it didn't work. I don't know what I did wrong. I'm using DAZ 4.15. The cube is not right, and is all crooked, and decreased when I put it to the character.
Never fail to teach me something. Barely start and already I learned how to better hide a character, something that has been annoying me to no end. I started putting characters in their own group and hiding the group, which is an extra step I no longer need. But with the smoothing modifier, I assume this works with people, say if a little girl is sitting on her mom's lap, I would assume we could add, or increase the smoothing modifier on her legs so they kind of squish under her weight? (And yes I can test this out, but still asking.)
🤩 I'm so glad to hear it! Yes indeed, the smoothing modifier can also be used to deform people, so a characters hand grabbing an arm can leave an indentation, or a child sitting on someone's legs will leave an indentation.
You can use it that way yes, say one character poking another. Sometimes it's overkill to use a whole figure if you only need the fingertip, in which case feel free to use a proxy object (like an invisible primitive).
Good question, we were just talking about this. You can do it in various ways: Either combine the characters into a single object (say in Blender), then bring them in and use them as the collision shape. They don't need materials, so you can make them invisible. Or split the seat object into multiple parts, then give each part a smoothing modifier with one figure. Hide the polygons on the duplicate seat objects accordingly so they don't overlap. I'll go through this in my next stream on Saturday at 10am EST.
Hi, I also tried to do it here, just like the instructions, and it didn't work either. I looked in the comments and saw that he is not alone, I hope he answers. I don't know what I did wrong. I'm using DAZ 4.15
@@mouracy1 I just retried, and I've found my mistake. When "creating a new primitive" you must set the "divisions" setings much above "1." He has "divisions" set at "10." This now works for me... I hope it helps you. 👍
You can try playing with the values for collision and smoothing interactions. For finer control, consider using an invisible proxy object and set it as the collision object, something like a sphere. I've shown how to do it with two sitting characters in this video: ruclips.net/video/d9s5KDPDLaM/видео.html Instead of using the exact figure shape, an approximate round object will do the job too for a softer indentation.
I see it works well for simple sits, but for a couch it's giving me a real hard time. If the character is with his back leaning on the couch and, say, one arm over the armrest, it goes crazy, all deformed.
I had no idea you could CTRL+Click to hide the figure and everything parented to it! I kept creating a group for each character in busy scenes in order to hide them. Thanks for that tip, plus the whole rest of the video.
Been doing this for quite sometime now. It indeed has a HUGE positive effect on the realism when done well. It can also be turned the other way around... imagine you are sitting on a hard surface.. you can put the smoothing modifier on the model to interact with the hard surface and then you get that sit effect on the model... becarefull though with a lot of HD model the HD effect on the textures get removed or barely visible. to overcome this,
just render the whole scene without the effect, after you've saved the render go back in to the scene, add the smoothing modifier on the model, select the collision item and make a spot render on the spot thats colliding... then open you fav. image editor,
For photoshop:
add the full render as first layer, add the spot render as second layer on top of the first layer and tadaaaa you have your effect on the model instead of the object.
TIP for photoshop users:
you don't need to align the spot render manually.
if you go to "file" and select "place embedded" the spot render will then overlap exactly in to the right place.
Hit "Enter" and it's add as a second layer on top of your first layer.
2nd TIP:
if you want to edit the spot render then rasterize your render.
Right click on the embedded layer and select rasterize and you can edit the layer.
Jay, you are a fountain of knowledge regarding Daz Studio and I appreciate all your tutorials. You are an invaluable resource to the community. Thank you!
Awesome Tipp! Love it. And to begin with: click control+eye to make everything invisible. Gosh, super helpful. Thx so much Jay.
Thank you. I was completely overthinking this, planning Blender simulations and all kinds of weirdness.
Nice. Been mucking about with Mesh Grabber to accomplish this very thing. This will save me some time, thanks !
wow...ive never thought of using smoothing modifier like that...
Thank youuuuuuuu!!! I thought you were going to talk about DForce... Which by bad PC can't handle, but.... Finally! A piece of realism without blue screens of death!!
Such an easy way to do this, wow!
It was easy to understand and helpful.
Thank you!
I always wondered if this was possible, now I know! Thank you very much.
You know what I really love about this tutorial is all the little tidbits of info on the way. I have struggled with all of these in the past. Example is selecting all children of a figure and setting visible off. It always missed stuff and was a pain to toggle. Most other tutorials just do it and stick to the main subject. I LOVE that you go into a quick explanation so now questions I didn't even think to ask are answered! It would be cool to get all the little essential tricks for the most common applications in videos. Like one for Blender, Daz, Unreal etc. I usually can figure out what I need to do but it is usually not the best way and I get frustrated with it all the time! Also, if you have not already, an Octane render tutorial with materials and skin shaders would be great since Octane has been much better than Iray for me running on my GTX1070. You earned a subscribe with this one though :)
Thank your for another fantastic tutorial Jay! This will be extremely useful as most people including me can't use dForce. Though it depends of the model, I just tested this in a bed that I was going to use in a scene and the bed just got destroyed, I noticed this was because of the smoothing iterations, the more I increased the more the bed got distorted, I tested with other props and it seems that it works better with sofas and chairs just like the one that you used in the last example, I didn't apply SubD so that might help a little or a lot, let's see how things go, thanks again for this incredible tutorial!
The second week with DAZ as a newbie, thank you for your video. very nice!
This will come in handy in a major way and often. Thank you!!! I am also interested in what Terebonkoff Studio asked... having a character collide/deform its self.
Sadly an object cannot collide with itself. You’ll need to create an invisible duplicate or proxy object for the collision.
This seems so much easier than using D-Formers. I will need to try it out next time, thank you!
I also have been using dformers. Another excellent tutorial. Thanks very much!
Great Video and IT will helps me a lot. Thanks for your work.
Amazing!
Awesome tutorial!!! Thank you so much. This easy way of deforming will be used frequently by me.
Awesome tip! Thank you!
i know that tool but nice, mesh grabber is cool too when u want to move some clothes who dont match :D
You should take over DAZ company as your job😊 Maybe a tutorial videos. You explain it clearly.
Maybe one day! 😁
Aha! So I could do the opposite with say, a leg and a hard surface I would think. Actually...I will go try.
That would be a yes. You can get a leg to "squish" on the edge of a hard surface, sitting on a wall etc.
Apply smoothing to the leg with the wall as collision object.
Yes that works too, you can deform figured with objects, or even deform figures with other figures. You may run into issues when you involve clothing, which usually has a smoothing modifier applied to that it looks good on the figure. But in principle it works.
Great Tip, thank you!
Just brilliant!
I knew of these concepts from 3D Studio Max but had no idea where in Daz Studio the options were located thank you Joe for showing us the way Effin Brilliant
_Another_ great tut! I didn't know this sort of thing was possible in DAZ.
Thank you
Great video :) I first was using dForce to achieve this kind of deformation, but it required a lot of work :( I discovered Smoothing Modifier later and indeed it's a lot quicker to use :) There are some exceptions where none of these methods are working though, and we have no choice but to use a 3rd party editor (in my case Blender).
Very cool, I've used DAZ since the DAZ 3.* days; but never did it occur to me to apply a smoothing modifier to a prop.
OMG! I thought it was going to be a video about D-Former (that's the tool I use to make the deformations on seats or pillows), I know how to use it and I didn't need a tutorial on that, but since I like your videos, of course I click on it anyway. Big surprise for me! That was incredible. Needless to say, from now on, this is the way I'm going to do all my deformations! Thank you so much and keep up the excellent work!
Thank you Jay for this masterly trick, this genius!
You're very welcome, Biscuits 😃
You, sir, are a mad genius. Thank you!
Very nice! Easier than I imagined.
No wonder I was waiting for this video. This is just super. Thank you so much. I have a question. How to make it so that my character poked his finger into the bicep of the second hand and a dent appeared in it. Is it possible to use Deforming a character with itself and not with other objects?
Another not-so-important question. How to put two characters on one cube at once?
Just cheat a little: Duplicate your character with the same position and use the smoothing modifier colliding with the second character, then, just hide the second one...
@@olecramid3099 Great idea. Thanks. It's a pity that Daz can't simplify this necessary function.
The simplest way to do this would be to export both characters as a single OBJ, then import it again as a proxy object. Make it invisible and use that as the collider. You could also split the seat object into two (duplicate, then hide/delete then relevant polygons) and give each part its own smoothing modifier.
@Marcelo Alippi How will this create the indentation underneath the character on the seat object though?
Tremendous tips
Thank you! This is going to take my renders to a whole new level.
1 year late - Guru Indeed!!!
Nice thanks. What if I wanted it the other way round: actor rests on a solid object, say arms on a rail, sitting on a concrete block - how do I make Genesis indent instead?
The most reliable way to do that is by sculpting or modelling this. ZBrush or the Blender sculpting tools are great for that. It's a tad difficult to get started though. Alternatively there is a Daz product called Squishy Humans, it works by adding dForce to the figure, but I'm not a fan. Another option you can try are the Zev0 adjustment products, they add a ton of sliders to deform the figure, but that's a manual process. I believe Glute Control is what you're looking for: www.daz3d.com/glute-control-for-genesis-8-female-s?cjref=1&cjevent=8562606683d811ec82acee370a82b821
This is awesome! I've subscribed :)
It's crazy that you don't even have to run the process through a simulation. Sounds like a life changer haha
Awesome! Just a question: If I have two charaters on a couch, can I add that deform to both the models? I saw that the collision item can be only one.
I've described how to handle that scenario in a separate video: ruclips.net/video/d9s5KDPDLaM/видео.html
@@WPguru thank you very. much
i have a problem here
after i set the collision the cube keeps shrinking and moving its position if i change the other opbject position too
Is there a setting to force the deformed object to maintain volume? Ex: an apple get's hit with a highspeed golfball and as the ball crossed the apple's mesh it doesn't just cave in it also expands outward to maintain volume?
The modifier isn't clever enough for that. There are a couple of hidden properties that affect if and how much the deformier is applied, you can try to play with those, but for your example it's probably easier to use a tool like Blender to make the indentation.
super!
thank you i love your vids
Thank you very much, until now I did this with dformers.
As long as I place the character on the edge it works great.
But when I want to use a cube primitive as a mattress and put a laying character in the middle, the primitive only gets deformed a little bit. If I move the character further in, the character will sink into it.
Tried it with 10 and 100 divisions and different collision settings.
When using only a plane as a surface it's working.
Any idea how to solve this?
More divisions should do the trick. 100 on a plane is the equivalent of 600 on a cube, I’d try that or perhaps 1000. Alternatively try adding a subdivision surface modifier, that also adds divisions.
@@WPguru Thanks, will try
And thanks again for all of your helpfull videos!
I tried to do it here, just like the instructions, and it didn't work. I don't know what I did wrong. I'm using DAZ 4.15. The cube is not right, and is all crooked, and decreased when I put it to the character.
Never fail to teach me something. Barely start and already I learned how to better hide a character, something that has been annoying me to no end. I started putting characters in their own group and hiding the group, which is an extra step I no longer need.
But with the smoothing modifier, I assume this works with people, say if a little girl is sitting on her mom's lap, I would assume we could add, or increase the smoothing modifier on her legs so they kind of squish under her weight? (And yes I can test this out, but still asking.)
🤩 I'm so glad to hear it!
Yes indeed, the smoothing modifier can also be used to deform people, so a characters hand grabbing an arm can leave an indentation, or a child sitting on someone's legs will leave an indentation.
Is this applicable to characters vs characters?
You can use it that way yes, say one character poking another. Sometimes it's overkill to use a whole figure if you only need the fingertip, in which case feel free to use a proxy object (like an invisible primitive).
I've been using Daz for years and I was today years old when I found out about ctrl+clicking the eye icon. Derp.
It's a closely guarded secret 😄 Enjoy!
When I go to edit then options, my only option is change parent. Any suggestions?
sorry when I got to Edit then Object, my only option is change parent
Could be your Workspace, try the City Limits Lite (under Window - Workspace - Select Layout).
@@WPguru That did it. Thank You
how to do it from several objects at once?
Good question, we were just talking about this. You can do it in various ways:
Either combine the characters into a single object (say in Blender), then bring them in and use them as the collision shape. They don't need materials, so you can make them invisible. Or split the seat object into multiple parts, then give each part a smoothing modifier with one figure. Hide the polygons on the duplicate seat objects accordingly so they don't overlap. I'll go through this in my next stream on Saturday at 10am EST.
I have tried your technique on fitting pants to male genitalia, but without success. Probably it is too drastic deformation for the pants.
Indeed, the smoothing modifier can only do so much. The better approach is to sculpt bigger changes in with ZBrush or Blender.
It doesn't work for me. The whole cube shrinks istead of morphing like an indention. :(
Hi, I also tried to do it here, just like the instructions, and it didn't work either. I looked in the comments and saw that he is not alone, I hope he answers. I don't know what I did wrong. I'm using DAZ 4.15
@@mouracy1 I just retried, and I've found my mistake. When "creating a new primitive" you must set the "divisions" setings much above "1." He has "divisions" set at "10." This now works for me... I hope it helps you. 👍
@@mouracy1 The video shows this at 3:15 mark.
@@breakpad9876
really, that was the delhate, now it's top the scene. Thank you very much. Now it worked, thankful
Fantastic, glad you guys could work it out! 😍
How to control how steep is the bent?
I mean how to make the dent not like a mold clay where it follow 100% the shape of your butt.
You can try playing with the values for collision and smoothing interactions. For finer control, consider using an invisible proxy object and set it as the collision object, something like a sphere. I've shown how to do it with two sitting characters in this video: ruclips.net/video/d9s5KDPDLaM/видео.html
Instead of using the exact figure shape, an approximate round object will do the job too for a softer indentation.
I see it works well for simple sits, but for a couch it's giving me a real hard time. If the character is with his back leaning on the couch and, say, one arm over the armrest, it goes crazy, all deformed.