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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 1:41 pm)
Would have to be an extrude or inverted hull (sort of like what Poser uses for geometric lines in the comic options)... extrude wouldn't have any UV info though unless it's all scripted to somehow do that, plus most clothing is one sided geometry. Would have to be a complicated plug in. From the promos it looks like an extrude.
primorge posted at 9:18PM Fri, 13 August 2021 - #4425258
Would have to be an extrude or inverted hull (sort of like what Poser uses for geometric lines in the comic options)... extrude wouldn't have any UV info though unless it's all scripted to somehow do that, plus most clothing is one sided geometry. Would have to be a complicated plug in. From the promos it looks like an extrude.
From the description, it will handle the mapping somehow. "You can assign different materials to each side of a thickened object. Moreover, the border can share the material or have its own one."
Theoretically you could extrapolate the UVs for the thickness from the original UVs. As they would be the mirror of the original with just an edge joining the two parts.
I do this manually for most dynamic cloth - I export the cloth, add thickness and re-import it. In my case, I use Anim8or's 'shell' function which does a good job of transferring the UV mapping of the outer faces to the inner ones, although the edges are, hmm, edge cases (sorry).
It would be very handy to have this available within Poser. Geometry manipulation with Python can be slow, but I've seen similarly complex functions done by the snake-heads before. I'd say it's not impossible if the demand is there. I'd pay for it!
This would be a nice add-on depending or how much the additional polys affect the render time. One post work trick to static renders is the set your pose then export your clothing object. Use the extrude in just about any modelling program to add the thickness you want. then importing and render. It's not perfect but works ok ( even easier if you have ZBrush and use goz). Sometimes a bit of post work is needed. BTW as I mentioned above this DOUBLES the poly count and can really slow rendering in some cases.
The actual extrusion of the mid-plane into two parallel surfaces is a no brainer in Python. In most cases of course wasting polygon on the inside makes no sense. The issue is with finding edges and in that distiguisning real edge hems from internal modeling artefacts. There has been some discussion about such tool in the Python forum a few years ago.
Centerplane geometry garment models exported from Marvelous Designer can have the vertices of the pattern edges in a metafile. It would be doable to define rounded edges from that information, either as geometry or as displacement map. I never pursued this course of action myself because MD can export 'thick' geometry models with rounded edges and correct stacking of plies, and that serves me.
One of the biggest problems with creating "Hems" is that Poser rejects having 2 polygons connected to a common edge. Another problem I've run into ( and it might just be my limited knowledge) is that if you have self cloth collision turned on it can inflate the cloth. If there is an answer to this I would be happy to hear it.
You should make the geometry 'thick' after simulation. I simulate in MD and copy 'thick' result into Poser as a prop. In 'thick' geometry from MD seams are not welded.
If the model you want to use in simulation is 'thick' you can define the facets on the inside face as 'soft decoration' to reduce simulation artefacts.
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There's a new plugin for DS called Thickener, that gives thickness to clothing.
I wonder if it's possible to something like that for Poser. Mostly, I love dynamic clothing, but IMO it's not great for closeups because of the lack of thickness.
Some vendors make dynamic items with thickness, but most do not.