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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 17 1:08 pm)



Subject: Best way to morph "too-tight" clothes


DocMatter ( ) posted Thu, 02 July 2015 at 4:02 PM · edited Wed, 18 December 2024 at 7:46 AM

I want to try and make some morphs for an existing tight dress that show the shape of the underwear beneath.  Would this best be done with magnets or is there another way?  I have Poser Pro 2014.

Thanks!


FVerbaas ( ) posted Thu, 02 July 2015 at 4:48 PM
Forum Coordinator

Why not use a displacement map?

Morphs are limited to the vertices you have and unless they are arranged in the shape of the underwear. Displacement maps use the resolution of the map you provide.


vilters ( ) posted Thu, 02 July 2015 at 4:52 PM

 Correct, that sort of detail is best put in a displacement map.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


DocMatter ( ) posted Thu, 02 July 2015 at 4:54 PM

That was also a thought but not sure how to go about it. Would i have to make my own map using the dresses texture map or could i use some impression of the underwears map to make it work?


vilters ( ) posted Thu, 02 July 2015 at 5:57 PM

 Did the dress come with a UV_Map?
Then you can paint a black and white dosplacement map using the lay-out that came with the dress.
If the dress did not come with a UV-Layout you can make one using uvmapper free.
Black is no displacement and true white is full displacement.

 

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


PhilC ( ) posted Thu, 02 July 2015 at 6:01 PM

Have you considered using the tools in the fitting room?


piersyf ( ) posted Thu, 02 July 2015 at 6:33 PM

Put a pair of panties on the figure, carefully paint over the dress with the morph brush referencing the panties not the figure. Be gentle, 'cus if you go too close to the edge it will wrap the dress into the figure. Don't forget it's mainly the hips and across the back where the hem shows. Save as a morph target.


PhilC ( ) posted Thu, 02 July 2015 at 7:16 PM

If it were me I would try displacement maps first.

Load the clothing into UVMapper.
Save out a template.
Open in paint program.
Very quickly rough out a black and white displacement map. 5 minutes tops, you are just looking to understand the process.
Save and apply to the clothing in Poser.


Morkonan ( ) posted Thu, 02 July 2015 at 8:06 PM · edited Thu, 02 July 2015 at 8:08 PM

For funsies, I tried looking at that problem once. The only good way to do it with an existing model is with displacement maps. Of course, that depends on the polycount of the clothing item you're using.

(Poser's Morph Brush can only work on vertices it has to work with... At least, in the versions I am familiar with. With some of the newer versions, that allow for custom sub-d, I wouldn't know if Poser's Morph Tool can work in tandem with such dynamics. But, it would have to be a much heavier sub-d model than is practical if someone just wanted it so they could paint on underwear deformations in actual geometry.)

The best way to create such a displacement map would be to use an outside app that allowed you to "paint" the displacement on the model in a 3D environment. I think Blacksmith 3D allows that and many 3D modellers, even Hexagon, allow that as well.

If Poser's Morph Tool was changed, slightly, to have an option that allowed users to paint on textures/colors/maps, it'd make Poser much more handy for creating such custom displacement maps. Just a thought...


DocMatter ( ) posted Fri, 03 July 2015 at 10:35 AM

Thanks for all the suggestions!  I've tried Poser's morphing tool, but the dress doesn't have enough vertices to make it smooth enough.  I tried a quick displacement map using UVMapper and Photoshop (per PhilC's suggestion) and that will probably be the way to go, but I have a long way to work on it to get it to line up.  

Since I only have Poser and Photoshop, is there a way I can more easily line up the panties on the dress?  (Of course their UV maps don't line up, so I've been trial and error... lots of error!... so far.)


vilters ( ) posted Fri, 03 July 2015 at 4:03 PM

 

file_a97da629b098b75c294dffdc3e463904.jp Try this?
Put your figure and undies in Poser, put them in wireframe mode, and take a screengrab from the front, side, and rear camera.

Then put the dress on the figure, put  them in wireframe mode, and take the screenrgabs.

You should now have a pretty good idea, where to "paint" your undies on the dress UV-Map.
Look ate the polygon intersections and work from there.

good luck

 

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


TetsuTora ( ) posted Fri, 03 July 2015 at 4:31 PM · edited Fri, 03 July 2015 at 4:33 PM

if it was me, id put the underwear figure on, make the dress dynamic, and have it collide with the figure and underwear.if you wanted to make it as morphs, just have the 1st and last frame the same, and export the end result as an obj morph for the conforming dress.


Morkonan ( ) posted Fri, 03 July 2015 at 6:50 PM · edited Fri, 03 July 2015 at 6:56 PM

Since I only have Poser and Photoshop, is there a way I can more easily line up the panties on the dress?  (Of course their UV maps don't line up, so I've been trial and error... lots of error!... so far.)

Well, yes... Sort of. :)

First, you need a good UV Seamguide/Map for your dress object. It's all going to be about how well that dress was UVMapped. If it's a crappy UV Map, it's going to be difficult to get "right", much less perfect.

Did the dress come with a "blank" UV Map? If not, download this program, UVMapper - http://www.uvmapper.com/ (The free version.) This is almost a necessity for any Poser user to have, so even if you don't use it with this project, you'll be glad you had it.

Next up, install the program and run it. Find the Dress model and load its .obj file into UVMapper. If it's all one, flat, UV, then that's great. But, if you see that it has multiple UVs assigned to different materials,

then it's a bit more complex... We'll start with an object with multiple maps,first, just in case:

1)Multiple materials with different maps

Here's an example of an object with multiple materials in it, each with its own UVMap. In UVMapper, they'll be stacked on top of each other like this:

http://i.imgur.com/8dgWoNP.jpg (This is Victoria 4)

I have chosen to Color by Materials under Edit->Color->by Material in order to show you all the different UVMaps a bit better. If your dress object has multiple UVMaps, one for each Material, which is common, then this is what you will see. To get a usable UVMap out of this, what you need to do is to select Materials in the Edit->Select->by Material section, scroll to a material that you DON'T think you'll be using (like "buttons" or "zipper" or something) in order to apply your displacement map, and then shrink those materials down until they're just a squiggly black smudge and their UVMap is out of the way, so you can see the material map you'll be working with. Like so:

http://i.imgur.com/NFnJcKI.jpg

See how I have squished all the uvmapped materials I didn't want to work with over to the lower right-hand corner? I've left three maps untouched - The Torso, Hips and Neck materials. It's these materials I'll be working with.

  1. Now that you have a relatively clean UV Map of the materials you'll be working with, you'll want to export it. It's important to note that Poser doesn't care at all what the resolution of your displacement or bump maps are, only their display ratio. Because you're making a displacement map that is going to have a lot of detail in it, I would advise it to be at LEAST somewhere on the order of 2000x2000 pixels. (IF you're dealing with a 1:1 texture image ratio.) Basically, do this: Take a loot at the texture map for the material zone you will be working with. Let's say it's "Dress_blue.jpg." OK, open that up in Photoshop and what are its measurements? Let's say it's 1000x2000 for some reason. OK, then you want to stay with that display ratio of 1:2, just to be sure everything lines up appropriately. (More typically, a texture map will be something like 2000x2000 or therabouts.)

Now, you're going to export your UVMap from UVMapper using the appropriate ratio, but with good resolution for the fine details you'll be adding. To do that, go to File-Save Texture Map and then input the size of the map according to the ratio of the object's texture map. You want good resolution, so don't be afraid to even double the size of the map you're exporting from UVMapper! It's only going to be a few shades of grey, so it will be fairly lightweight. Export the .bmp image file to someplace you can find it. Note: Be sure to NOT choose to "Save Model!" Don't overwrite your original model's UV maps! :)

  1. Next up, we have a choice of several things we can do. I prefer using a seamguide, when available, of course. But, you can make your own, in a pinch. Something that can really help you is called a "Texture Checker" pattern. These are normally used to check to see how a texture will deform due to the UVMap when applied to an object. If the UVMap isn't good, the texture will deform and those areas for improvement can be easily seen. But, we're going to use some special texture checkers that have numbered quadrants you can use to easily find reference points on your object.

a) Load up Poser and load your object into the scene. Go to the material room and apply one of these two texture-checker patterns to the difuse node of the material you'll be creating the displacement map for. (ie: The Dress or Skirt or main Cloth material of the dress) The patterns, in two different resolutions, depending upon your needs, are here. (Gleaned from this quick link: http://www.terathon.com/forums/viewtopic.php?f=13&t=548 )

https://i70.photobucket.com/albums/i113/Huidafa/UVTextureChecker2048.png (2048x2048)
https://i70.photobucket.com/albums/i113/Huidafa/UVTextureChecker4096.png (4096x4096)

Important Note: Remember that bit about "ratios?" Yes, the texture-checker image must be the same ratio as the difuse texture you'll be using. So, if you're using something like a Dress_blue.jpg image at 2000x2000 resolution ratio, your dispacement map will have to be that same ratio (1:1) and your texture check must also be that same ration, just to be sure you've got everything exactly lined up. But, while it all has to be the same ration, it doesn't have to be the same resolution. If the original maps are 1:1 ratio, then you can load these texture checkers as they are. If they're at a different ratio, you'll have to resize them accordingly in Photoshop or whatever image editing software you're using.

Delete all the other node materials other than the difuse node. Make sure it is at 1, white base color, and leave Gamma Correction as determined by render settings. You should see something like this in the Pose Scene window:

http://i.imgur.com/4oInX7I.jpg

Ah... You can see where I'm going with this, right? :) NOW, you have an exact coordinate system you can match up with your UVMap in order to create your custom displacement map for the panty-lines you want!

b) Conform the skirt/dress to your figure and conform the panties/whatever that you're creating the displacement map to simulate. Leave Poser open, for ease of reference, then open up Photoshop.

  1. With Photoshop Open, load up the UVMap you created with UVMapper. Next, load up the texture-checker image you've currently got applied to the dress/skirt/clothing. It's easier to overlay these images so you can get a good visual reference for where you're going to draw the displacement map. To do that, at least in my archaic CS2 version, choose one or the other and then go to Layer->Duplicate Layer->As Background in Destination Document->whichever one you don't have selected. (OR, alternatively, you can just create a new document and copy both layers, the UVMap and the Texture Checker, into it.)

(Note: Because both of these images are in uncompressed indexed color formats, you will have to change them both to something you can work with. I suggest using Image-> Mode -> RGB color for both. Now you can edit/muck with them in relative comfort.)

Now, create a new layer to work on. Reduce the Texture Checker Layer's Opacity to something managable, like 50% and maybe the Fill value at 50% as well, and put that layer above the UVMap. Put your new, blank, layer above that. So, at this point, you'll have something like this:

http://i.imgur.com/H3X0I0N.jpg

Now, you can truly start work!

  1. Look at your Poser Scene. Find the coordinates on the dress, shown by your properly applied Texture Checker, then translate those coordinates into Photoshop using the brush to move from coordinate to coordinate, painting the lines you want. Compare where the panties intersect the dress material in Poser's Scene window and then draw those lines in Photoshop, using the coordinates of the Texture Checker while also seeing your UVMap, below, for even better references, ESPECIALLY, in how the UVMap might deform and bend away from a good, flat, UVMap. Adjust your drawn lines accordingly so that they follow the map properly. (Alternatively, as you're working you can load up that blank UVMap you created in UVMapper directly to your dress object in order to answer, for yourself, any questions about where the seams are that you need to follow. You can also combine both maps in Photoshop and then apply them to the dress object in Poser for even better visualizations. It's up to you, but if you got this far, I'm sure you can figure it out! :) )

I'm using some old stuff, so I don't have my in-progress files, since I was just doing this for funsies, to see if I could. But, here's my final result for a displacement texture:

http://i.imgur.com/1yHbxWk.jpg

The texture you come up with can be combined with a blend node with the dress's current displacement texture, if you wanted. That way, you can keep some of the fabric texture displacement. Or, even better, you can use this new displacement texture and overlay it with the dress's displacement/bump texture and then lower the contrast for that original displacement/bump texture in the region where you have your new displacement map texture. Save as a new image and apply that one.

  1. Here's my final result. I stopped work on it since I proved to myself it could be done reasonably well. (I did it around a year+ ago or so, I think.) At proper displacement, the goal was for a very subtle effect and, eventually, it was to be combined with another displacement map that contained the fabric texture. Then, I'd use a mask to remove that fabric texture displacement from the region that the panty-lines occupied and replace it with the panty-lines displacement map, blend it in Poser and plug it in.

http://i.imgur.com/PPTZPP4.jpg

I turned the bump/displacement up a great deal, so you could see the obvious effect. With this sort of displacement, it's critical to get a realistic shape to the "pantylines" or whatever else you're simulating. That means that areas where they wouldn't press up against and distort the cloth don't get any effects and you should gradually reduce the effect of the stresses on the fabric with your displacement map, fading that out gradually.

Remember - The higher the resolution of your displacement map, the more detail the final product will show. There is no dependency on mesh density, here, just texture resolution. But, if you're worried about memory overhead, which shouldn't be much of an issue with a B&W displacement map, compared to color texture maps, then plan your maps according to the resolutions at which you expect them to be rendered.

Good luck!

PS - I'd have composed a nice and neat post with embedded images, but I hate Renderosity's forum software and I am not going to muck about with it anymore than I have to. :) This post was proudly composed in Notepad!


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