Iray decal nodes are universal and can be used for all most anything. I forgot to mention that you can't have emissive iray decal nodes. Even though the option is there in the iray shader for iray decal nodes, it doesn't work.
Glad it was helpful! I use iray decal nodes in my comic book scenes because I don't have to worry about texture seams because iray decal nodes factors all of this for you.
Unfortunately there are a lot of things that don't work with the new filament render engine. It seems that Daz Studio rushed the filament render engine to market. Maybe in the next update this will be fixed.
Parmi, I have a question about a problem with this...I do everything exactly as you describe in the video...exactly...but the square area of the iray decal is always a slightly different, slightly lighter color...I cannot figure out why...do you have any idea why this happens..? I'd like to attach a screen capture of this but I guess I can't here... Many thanks, Jim
from min 22 i am a bit confused: You save it as a material-preset, but it seems to be - and you handle it as - a shader. Is it now a mat or a shader???
It is a saved as a material preset and not a shader. A shader can be applied on any item. A material preset can only be applied to the item it was created from.
Excellent tutorial on a badly documented feature - thank you! I can put this to immediate use. Question - is there a way to select a group of polygons on a figure and separate the selected group so it can be translated, scaled, etc.? I don't want to rig the group of polygons, I want them to have the same translation/scaling capability as the figure they were separated from, but completely independent of the original figure. Also don't want to export/import as a new OBJ, just do the whole operation inside Studio.
Thanks for the kind comment. As for your question. You could try the following: 1) Duplicate the figure. 2) Use the Geometry tool to select the polygons you want to keep on the duplicate figure and then delete the polygons that are not selected using the menu. 3) Then you can modify this selection to your needs (scale, translation, etc..) For steps 2 and 3 check out this video, ua-cam.com/video/LbFileaCUO8/v-deo.html
@@ParmyBaddhan That worked perfectly! I was thinking there might be a way to do the break operation on a single object, but duplicating it and deleting polygons from the original and dupe gets you there. I can now break up complex objects with incorrectly scaled features and adjust feature size and location. One thing I notice about duplicating nodes, you automatically get a grouping of the original and duplicate. If you're not careful, you can crash Studio when editing the objects. For example, if you create a new surface on one object with a linked duplicate, then try to do something with the other object, Studio becomes unstable and crashes. I've found it's best to go to Edit > Object > Instances > Break Instance Group, then the original and duplicate can be edited independently of each other without crashing Studio. Have not figured out how to use Duplicate Node Hierarchies yet, might be another way of preventing this problem. Thank you for your helpful suggestions!
@@Zzyzx-- Daz Studio does have tendency to crash at the wrong times. Always save your scenes regularly. As for node instances, duplicate nodes and node hierarchies I am going to cover these in my donut tutorial, where we will make our own donuts inside Daz Studio. A homage to blenderguru's donut tutorials.
Unfortunately, I don't have the required knowledge yet to help you with this. I believe you use a genesis 8 figure as your base figure in Marvelous Designer then create your clothing and then you import the clothes as an obj file into Daz Studio. I don't know what the next step is after that, yet.
@@M0rshu64 if your aim is to sell items on a store, then it's a really hard and long process (like any rigging). But it you know how to make your own clothes in Marvelous, simply make one on the G8 base figure. Import it. Use Edit-Object-Transfer Utility (very simple) to make an auto-rig. Of course the result will be less than average, but the aim is just to have a cloth that will "fit" any morph and any shape morph (fat, young, etc). Then simply use dforce to make it move with your Avatar. It's not a pro solution. But for custom personal work, it's just perfect and much faster. Even better than that, export your custom Avatar as obj in A-Pose, then export an MDD (Animate 2) info to be able to get the animation and final pose in Marvelous Designer. Then manage the cloth simulation with Marvelous. It's hundreds of times better than dforce anyway.
You have been an absolute blessing! Thank you for these wonderful tutorials!
Glad you like them!
Liking the work Parmy
Thanks for your kind comment and I look forward to seeing you use Iray Decal Nodes in your artwork.
Another excellent tutorial, many thanks for sharing.
Awesome look into something I again knew nothing about. I can see a million uses though stains on clothes for one.
Iray decal nodes are universal and can be used for all most anything. I forgot to mention that you can't have emissive iray decal nodes. Even though the option is there in the iray shader for iray decal nodes, it doesn't work.
Very helpful thanks for the information
Glad it was helpful! I use iray decal nodes in my comic book scenes because I don't have to worry about texture seams because iray decal nodes factors all of this for you.
great job!
Thanks for your kind comment.
This doesn't seem to work with the new filament rendering system.
Unfortunately there are a lot of things that don't work with the new filament render engine. It seems that Daz Studio rushed the filament render engine to market. Maybe in the next update this will be fixed.
@@ParmyBaddhan But still, it's very useful for me. I just like to do silly comics and rendering kills my productivity.
Parmi, I have a question about a problem with this...I do everything exactly as you describe in the video...exactly...but the square area of the iray decal is always a slightly different, slightly lighter color...I cannot figure out why...do you have any idea why this happens..? I'd like to attach a screen capture of this but I guess I can't here...
Many thanks,
Jim
from min 22 i am a bit confused: You save it as a material-preset, but it seems to be - and you handle it as - a shader. Is it now a mat or a shader???
It is a saved as a material preset and not a shader. A shader can be applied on any item. A material preset can only be applied to the item it was created from.
Excellent tutorial on a badly documented feature - thank you! I can put this to immediate use.
Question - is there a way to select a group of polygons on a figure and separate the selected group so it can be translated, scaled, etc.? I don't want to rig the group of polygons, I want them to have the same translation/scaling capability as the figure they were separated from, but completely independent of the original figure. Also don't want to export/import as a new OBJ, just do the whole operation inside Studio.
Thanks for the kind comment. As for your question. You could try the following:
1) Duplicate the figure.
2) Use the Geometry tool to select the polygons you want to keep on the duplicate figure and then delete the polygons that are not selected using the menu.
3) Then you can modify this selection to your needs (scale, translation, etc..)
For steps 2 and 3 check out this video, ua-cam.com/video/LbFileaCUO8/v-deo.html
@@ParmyBaddhan That worked perfectly! I was thinking there might be a way to do the break operation on a single object, but duplicating it and deleting polygons from the original and dupe gets you there. I can now break up complex objects with incorrectly scaled features and adjust feature size and location. One thing I notice about duplicating nodes, you automatically get a grouping of the original and duplicate. If you're not careful, you can crash Studio when editing the objects. For example, if you create a new surface on one object with a linked duplicate, then try to do something with the other object, Studio becomes unstable and crashes. I've found it's best to go to Edit > Object > Instances > Break Instance Group, then the original and duplicate can be edited independently of each other without crashing Studio. Have not figured out how to use Duplicate Node Hierarchies yet, might be another way of preventing this problem. Thank you for your helpful suggestions!
@@Zzyzx-- Daz Studio does have tendency to crash at the wrong times. Always save your scenes regularly. As for node instances, duplicate nodes and node hierarchies I am going to cover these in my donut tutorial, where we will make our own donuts inside Daz Studio. A homage to blenderguru's donut tutorials.
how can i this logo stick to clothes when i another setting pose
Thank for your question. Parent the iray decal node to the nearest bone of the clothing item, where you would like logo to "stick".
Can you make a tutorial on how to fit clothes made from Marvelous Designer onto characters and rig them for posing?
Unfortunately, I don't have the required knowledge yet to help you with this. I believe you use a genesis 8 figure as your base figure in Marvelous Designer then create your clothing and then you import the clothes as an obj file into Daz Studio. I don't know what the next step is after that, yet.
@@ParmyBaddhan Its the next step that I always get stuck on.
@@M0rshu64 if your aim is to sell items on a store, then it's a really hard and long process (like any rigging).
But it you know how to make your own clothes in Marvelous, simply make one on the G8 base figure. Import it. Use Edit-Object-Transfer Utility (very simple) to make an auto-rig. Of course the result will be less than average, but the aim is just to have a cloth that will "fit" any morph and any shape morph (fat, young, etc).
Then simply use dforce to make it move with your Avatar.
It's not a pro solution. But for custom personal work, it's just perfect and much faster.
Even better than that, export your custom Avatar as obj in A-Pose, then export an MDD (Animate 2) info to be able to get the animation and final pose in Marvelous Designer. Then manage the cloth simulation with Marvelous. It's hundreds of times better than dforce anyway.
I cant find a direct answer to the question.. is it possible to apply a decal to a geoshell?
Sorry this is not possible due to the limitations of geoshells.