Re: Who wants to know my Daz Studio "secrets" ? ;)
Posted: Sun Apr 25, 2021 11:27 am
I gave up on faking the impressions using primitives. Its hard, and as its negative drawing it doesn't feel as natural. I prefer to puppeteer the victim and add the mud and then build upon that.
The thing that I find interesting is that as the actress pushes through the mud, the mud should cling and drip off, and Dforce does just that, only poorly. So I figured instead of fighting against that, I should work with Dforce's suggestions.
So I used primitives as positive shapes, with shader applied to add to the drip off.
I think with a bit of tweaking, with the skin mud shader applied and a bit more reflective wetness in the mud, this will look realistic and cool.
I've used cones in all of these.
Technically the mud should drape slightly, but it does look sticky. Somewhere between clay and oobleck.
In the last image the spikes bugged in that they moved down from the hand to the elbow. I figured out that Dforce was suggesting that the mud should be running down her arm. So I added a sphere that she picks up, which then slides out her hand and down to her elbow while a flattened cone follows. Or in other words, she picks up a globule of mud which dribbles down her arm.
Given that I've tested this on the worst possible animation with the figure moving all around, then this should be even better in a straight down sink.
Still got some more animating to do before I paint the mud on her skin, but I think this is salvageable.
The thing that I find interesting is that as the actress pushes through the mud, the mud should cling and drip off, and Dforce does just that, only poorly. So I figured instead of fighting against that, I should work with Dforce's suggestions.
So I used primitives as positive shapes, with shader applied to add to the drip off.
I think with a bit of tweaking, with the skin mud shader applied and a bit more reflective wetness in the mud, this will look realistic and cool.
I've used cones in all of these.
Technically the mud should drape slightly, but it does look sticky. Somewhere between clay and oobleck.
In the last image the spikes bugged in that they moved down from the hand to the elbow. I figured out that Dforce was suggesting that the mud should be running down her arm. So I added a sphere that she picks up, which then slides out her hand and down to her elbow while a flattened cone follows. Or in other words, she picks up a globule of mud which dribbles down her arm.
Given that I've tested this on the worst possible animation with the figure moving all around, then this should be even better in a straight down sink.
Still got some more animating to do before I paint the mud on her skin, but I think this is salvageable.