====================================================================== ************************************************************ *Holy Dress *Copyright 01/12 2014 *By: HolyWonderWorld (Eleni Tzima) Grappo 2000 (Gustaf Grefberg) and Frequency *Contact: Renderosity sitemail ************************************************************ Dance it out with the Holy Dress! Enjoy its holiness through sacred dancers throughout the world in Poser's clothroom. High resolution dynamic dress for V4, V6 and Dawn, with 13 different dancer materials. The following is included: * Dynamic dress * White material * Brown Mocca material * Flamenco Silk material * Flamenco Knit material * Salsa Queen Blue material * Salsa Queen Red material * Bohemian Goth Black material * Bohemian Goth Dyed material * Ghostdancer White material * Ghostdancer Black material * Raver Green material * Raver Pink material A morph for the bust is included with the dress, to increase the amount of fabric that may be needed for more generously endowed characters. Please note these clothes are for Poser's clothroom only and will NOT work in Daz Studio! -------------------------------------- System Requirements: Poser 6 or higher Victoria 4 or Victoria 6 by Daz3d, or Dawn by HiveWire 3d -------------------------------------- --------------------------------------- Installation Instructions: Unzip the files into your poser directory. The clothing items can be found under props and HolyWonderWorld. The materials can be found under materials and HolyWonderWorld. -------------------------------------- Usage Tips or Limitations: IMPORTANT! If you already understand Poser's clothroom, you can skip the guide below, other than one important thing, you need to have the character in the draping pose on the first frame! These are included in the Pose/HolyWonderWorld folder. If you try to drape from the zero pose or another pose you may get undesirable results. ************************** * Cloth Room quick start * ************************** This quick start breaks down the process into simple steps how to use the clothing in the cloth room. It is not a full poser cloth room tutorial. If you are a beginner it should be enough to get you started, and if you are a more advanced user it should help you find the right settings and some good tips. For the sake of simplicity, I will call the character Victora/Victoria 4. The same thing of course applies to Victoria 6 or Dawn. 1. Load Victoria. 2. On frame 1, load the draping pose, without any body morphs loaded. (You can have facial morphs, since they don't affect the clothing.) Make sure to have Inverse Kinematics off, found in the Figure menu. The draping pose is found under Pose and the Grappo folder, draping poses. 3. Somewhere between frame 15-30 (Or more if you feel its needed), put Vicky in the final pose that you want. Here you can also load or apply any custom V4 morphs that you want, that alters her body one way or the other. (Including other Daz characters like Aiko, The Girl, or Stephanie.) The cloth simulation needs to start with Vicky zeroed in the first frame, so that the shirt can drape or stretch into the final frame. If you are doing an animation, it's also from this frame and forward you will start it. 4.(IMPORTANT!) Before you load any of the clothing props, make sure you have Vicky selected. Then load the clothing. Now, the clothing is parented to Victoria, so if you scale Victoria, the clothing is scaled as well. This can be very useful. The clothing can stretch, if you scale victoria down down in size in the starting pose, and be normal in size in the final pose. If you have loaded a pose and morphs in the final frame, there is already a keyframe here, so all you have to do is to scale victoria down a bit in the starting pose. Make sure you have victoria's BODY selected when doing this. 5. Go to "New Simulation" and set the desired amount of frames. Usually this is the same number as your final pose frame. Even though it's not necessary, setting up some drape frames, 10-15 is recommended. This will make the rest of the simulation faster, and more stable. 6. Then select "Collide against", and as collision object choose Victoria 4. You can choose her whole body, or to speed up the simulation a bit, check the ignore feet and hand collection boxes. (Although you may want the feet checked if you are calculating the pants) A good collision offset value is somewhere between 0.300-0.400. Collision distance is usually good around 0.400. To keep the shirt from intersecting with the rest of the fabric, having the self collision box checked can help. "Start draping from zero pose" should be unchecked, or you may get very strange results! 7. In the DYNAMICS CONTROLS, you can experiment with fold resistance (and of course other values), to give the fabric some more creases, or decrease it to make the material a little bit tougher. Values between 0.5 to 3.0 are pretty good, depending on the results you are after. A low fold resistance will work well with these clothes and give very nice, detailed draping. When you have everything set up the way you like click "Calculate Simulation" For tweaking the cloth simulation, and how to use the dress together with the pants, look into the sections below for some tips. *********************************** * Using parented scale * *********************************** The clothing comes parented to Victoria. This means that if you move or scale her, the shirt will follow. Now, if you scale her in the starting pose, it will affect the cloth simulation. (Just make sure that she is scaled to normal/100% in your final pose) For example, if you want the clothing to stretch or fit tighter in the final pose, just scale vicky down. When you do this scaling, make sure to have Victoria's BODY selected. This is very useful if you want the shirt to fit tightly to your character. *********************************** * The Clothing pieces * *********************************** This package comes with pants, a dress, bracers, hat and staff. Pants --------------- Dynamic pants with a constrained waistband. These should be simulated first, so the dress can be put over them later. Dress --------------- Fighting dress with hip cloth. These should be used as a second cloth simulation, with Victoria as collision object, and the pants. The dress also comes with a bust morphs, for more endowed characters. To use this, simply use this morph in the first frame of your calculation, and then allow her chest to grow into the extra amount of fabric. This is nice if you don't want too much stretching. Bracers --------------- These are also dynamic, and should have a separate cloth simulation as well. Note, the bracers may stretch a bit in extreme arm and wrist bends. If this occurs, try clearing the constrained group in the cloth room. Hat ---------------- The hat is not dynamic. You simply load it as a smart prop. It comes with two adjustment morphs, forward, and down, (Can be used with negative values) These morphs can be helpful for some facial shapes and extreme bends. The hat can be used quite well with most hairs. Many hairs come with a flatten top morph. Just dial it until it doesn't poke through the hat. Otherwise you can use the morph tool, and push the hair down until it doesn't poke through the hat. Staff ----------------- The staff is simply a prop parented to her hand. You can move it around, and parent it to her other hand if you wish. When loaded it's already parented to one of her hands and ready for use. *********************************** * Order of simulation * *********************************** If you are simulating more than one item, it's important to do it in the right order. First, you should make a simulation for the pants. Then second, do a simulation for the dress, and when you select "collide against", select the figure, and also make sure that the pants are selected too. This will ensure that the dress will drape over the pants and not move inside of them. ***************** * Material Room * ***************** Applying materials is easy. Go into the material room, into the Grappo folder. Just click on a material and it's applied to all the zones. Some materials come with the HSV node. (Hue and Saturation) This enables you to "cycle" the color of the texture, so you can get more color variations. For example, if the base material is bluegreen, increasing the hue a bit will make it blue, then purple and so on. Many of the materials are already done this way, but you can make more variations. Just note that extreme values can create strange, out of balance colors. Values between 0.4 to 1.8 tends to work best. ***************** * Render tips * ***************** Make sure to render using Firefly with displacement maps and smooth polygons on in the render options. If you think that the displacement map is too strong or too weak, you can also adjust their strength in the material room (advanced tab) Just make sure to adjust it in all the zones. **************** * Templates **** **************** Please note that the hat and the staff share the same template, on the left and right sides! The same goes with the dress and the bracers Special Note: The folder 'GenericTextures' under Textures/Frequency or Textures/Grappo is only a folder for sharing some tileable textures between Frequency and Grappo2000 products. This is to help returning customers save on hard disk space. This folder may contain tiles obtained from merchant resources - those resources are copyright of their respective creators and may not be used or shared. You are of course welcome to use the UV Template files and bump/displacement maps included in the Template Folder or in the main Textures folder to create your own textures! The other texture maps may contain elements of merchant resources and may therefore not be used to create any texture packs, free or commercial. Nor may they be redistributed in any form. *************************** Usage/Copyright Information *************************** See the Renderosity License for more details. This product may be used for your commercial or non-commercial renders. This product may not be included in another commercial, non-commercial, or free package. UV templates are included in the runtime\templates folder. Enjoy! And if you have any questions, don't hesitate sending a sitemail! ****************************** Troubleshooting (By Frequency) ****************************** #1. “Messy” simulation of fabric in a sitting or lying down pose ---------------------------------------------------------------- When simulating against the GROUND object (or something else like a chair), it may be necessary to raise the Fold Resist in order to avoid ugly looking fabric self-intersections. A lower Fold Resistance will create softer folds on the fabric but may increase polygon collision problems in certain poses, so you will have to see this as a trade-off. #2. Tip: Quick morph brush trick for fabric self-intersection ------------------------------------------------------------- It is not always necessary to raise Fold Resistance until all intersections are gone. If they are not too bad, they are pretty easy to fix with the morph brush: 1. Go to Render settings, and turn off ‘Remove backfacing polys’ in the Preview tab. This will help you to see clearly where the back of a section of cloth intersects with another piece of cloth. 2. If you now try to use the Morph Tool (Pull), you will find that it moves both pieces of fabric. This is not what you want. Turn off ‘Average Normals’ a bit further down in the Morphs Tool panel (it is a check box) and you will find that you can now pull only the top level of fabric. 3. If you also have intersections that are the front of fabric sticking through, you will probably need to increase Fold Resistance a little further, since I haven’t found an easy fix for this yet. It can be worked on with the morph brush, but you will need to select the very smallest brush and work vertex by vertex, so it can be a little more time consuming. #3. A piece of clothing stretches out and becomes too long when simulating (when not colliding with GROUND) ----------------------------------------------------------------------------------------------------------- You can try these: Increase Stretch Resistance, lower Cloth Density and/or experiment with any adjustment morphs included. #4. Minor poke through around feet or fingers after simulating cloth --------------------------------------------------------------------- This is common, probably because the main figure’s polygon angles are sharper on hands and feet than on the rest of the body. The solution is to make a tiny adjustment on the figures pose after simulating. Usually the adjustment needed is very small and is hardly noticeable at all. If you do want the *exact pose*, just move (exaggerate) the feet a tiny bit before simulating, then move them back to the original pose afterwards. #5. (General) Minor poke through -------------------------------- Poke through in places like back armpits and the crotch area are a common problem on Dynamic garments. It is usually helpful to add a few (10 is a good start) extra simulation frames after the final pose, so that the cloth has enough time to settle and find its place. Also, check the pose. If the arms are intersecting with the body of the figure, (which would never happen in real life) you can understand how that will cause problems with the cloth room simulation, which is attempting to create a realistic result. A lot of poses were made with conforming clothing in mind, so you may need to make some adjustments. ****************************** ** Merchant resources used: ** ******************************* Into Leather by ParrotDolphin a.k.a. Janet Lowry Copyright ParrotDolphin a.k.a. Janet Lowry April 2009 and may not be redistributed in any form. Collection Leather by Atenais (Liudmila Metaeva) Designer Treasures by Atenais (Liudmila Metaeva) Luxurious Fabrics by Atenais (Liudmila Metaeva) Cloth Textures Volume 3 by HandspanStudios Cloth Textures Volume 5 by HandspanStudios Also our own photos, resources and shaders File list: ..Documentation\ DTS_Readme.txt RENDEROSITY-LICENSE.txt ..Runtime\Geometries\Grappo\Dynamic Tigerstyle\Dawn\ Holydress_Dawn.obj Holydress_V4.obj Holydress_V6.obj ..Runtime\Libraries\Materials\Holywonderworld\Holydress\ BrownMocca.mc6 BrownMocca.png BrownMocca.xmp Flamenco_Knit.mc6 Flamenco_Knit.png Flamenco_Knit.xmp Flamenco_Silk.mc6 Flamenco_Silk.png Flamenco_Silk.xmp GypsyDreams.mc6 GypsyDreams.png GypsyDreams.xmp SimpleWhite.mc6 SimpleWhite.png SimpleWhite.xmp ..Runtime\Libraries\Materials\Holywonderworld\Holydress\Frequency\ 01 SalsaQueen Blue.mc6 01 SalsaQueen Blue.png 01 SalsaQueen Blue.xmp 01 SalsaQueen Red.mc6 01 SalsaQueen Red.png 01 SalsaQueen Red.xmp 02 BohemianGoth Black.mc6 02 BohemianGoth Black.png 02 BohemianGoth Black.xmp 02 BohemianGoth Dyed.mc6 02 BohemianGoth Dyed.png 02 BohemianGoth Dyed.xmp 03 GhostDancer White.mc6 03 GhostDancer White.png 03 GhostDancer White.xmp 04 GhostDancer Dark.mc6 04 GhostDancer Dark.png 04 GhostDancer Dark.xmp 04 Raver Green.mc6 04 Raver Green.png 04 Raver Green.xmp 04 Raver Pink.mc6 04 Raver Pink.png 04 Raver Pink.xmp ..Runtime\Libraries\Pose\Holywonderworld\Draping Poses Dawn-DrapingPose-I.png Dawn-DrapingPose-I.pz2 Dawn-DrapingPose-I.xmp V4_DrapingPose-II.png V4_DrapingPose-II.pz2 V4_DrapingPose-II.xmp V6_DrapingPose-II.png V6_DrapingPose-II.pz2 V6_DrapingPose-II.xmp ..Runtime\Libraries\Props\Holywonderworld\Holydress\ Holydress_Dawn.pmd Holydress_Dawn.png Holydress_Dawn.pp2 Holydress_Dawn.xmp Holydress_V4.pmd Holydress_V4.png Holydress_V4.pp2 Holydress_V4.xmp Holydress_V6.pmd Holydress_V6.png Holydress_V6.pp2 Holydress_V6.xmp ..Runtime\Textures\Holywonderworld\Holydress\ HWW_SDD_Base_Disp.jpg HWW_SDD_Basicwhite.jpg HWW_SDD_Dreams01.jpg HWW_SDD_Dreams01_Disp.jpg HWW_SDD_Dreams01_SPec.jpg HWW_SDD_Flamenco.jpg HWW_SDD_Flamenco_Disp.jpg HWW_SDD_Flamenco_Silk.jpg HWW_SDD_Flamenco_TR.jpg HWW_SDD_Native_Base.jpg HWW_SDD-Freq_bump01_sparkle.jpg HWW_SDD-Freq_bump02_cotton.jpg HWW_SDD-Freq_color01_velvet.jpg HWW_SDD-Freq_color02_salsa.jpg HWW_SDD-Freq_color03_salsa.jpg HWW_SDD-Freq_dif01_sparkle.jpg HWW_SDD-Freq_dif02_cotton.jpg HWW_SDD-Freq_dif02b_cotton.jpg HWW_SDD-Freq_dif03_raver.jpg HWW_SDD-Freq_Tex01_velvet.jpg HWW_SDD-Freq_trans01_sparkle.jpg HWW_SDD-Freq_trans02_velvet.jpg HWW_SDD-Freq_trans03_cotton.jpg HWW_SDD-Freq_trans03b_cotton.jpg satin_grappo_bump-3000.jpg