SimTenero Shape Reprojector [Commercial]

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  • First "practical application" of this tool in my art work.  I was making an Anthropomorphic character by plopping (which is to say parenting-to) an old poser lion on top of a G2M body.  This often works well for me, especially when the critter has facial morphs and such, a human face stretched out into an animal approximation never works very well for characters who will be getting any "screen time" (Exceptions such as the well suppoted and beautifully executed Minotaur and Reptilian characters of course exist.

    The main flaw with this approach is the neck seam, in this case my lion had a big bushy main which mostly covered it, and I often slap a scarf or other neck/shoulder accessory over the gap, but I figured SimTenero might have provided me with a better choice.

    TLDR:  I included too many material zones (I included the torso of the G2M for kicks and deformed the crud out of it), but the neck/head region now blends beautifully.   This was with pure default settings.  Tweaking them now for a cleaner result (esp excluding the torso), but damn I love this here utility.

     

     

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  • ArtiniArtini Posts: 9,462
    edited November 2016

    That is a great approach for using Shape Reprojector, stagwolfgaragekits. Thanks for posting it. I have not thought about that possibility myself.

     

    Post edited by Artini on
  • marblemarble Posts: 7,500
    edited January 2017
    simtenero said:
    genaris said:
    Uthgard said:

    Although 61,704 polys sound like a big number, you need to realize that those polygons are spread through a rather big surface. Try to enable the wireframe view in the viewport and see if there really are any lines intersecting; as the Reprojector cannot work with subdivided meshes, if the terrain doesn't have enough resolution to capture the shape of the sneaker (quite likely) you will probably get better results using a d-former, or, if you are set on using the Reprojector, move the sneaker to a denser part of the ground (look for intersections). I hope that helps.

    Thanks for the info, Uthgard!  When I got stymied by the problem (and posted my SOS about it here) I finished a different scene and started a very large render of it that's going to be rendering for a couple more days yet, but when that's done, I'll try your instructions. :)

        -Gen

    Hello Gen, I'm sorry I didn't catch your initial post :-(.  Uthgards suggections are spot on (thanks Uthgard!!!).  However, if you are still getting an error message, please let me know.  I am going to release another update when I've got a few more fixes implemented, want to make sure I'm addressing the issue you're running into.

    This was back in October and no mention of an update since. I did buy the product but, alas, I'm still waiting for the shipment of my personal effect to arrive - including my PC. So I have not been able to try it yet.

    I would still like to see examples of this script in action - there are so few in this thread that I'm suspecting that people are having little success getting it to work. I was just reading through the readme and I have to say that some of the wording leaves me completely in the dark. Such as this:

    Hit Projection​­

    Moves Receiver vertices along the vertex normal of the intersecting receiver vertex to a point where the vertex approaches or intersects the Source face.

    Post edited by marble on
  • marblemarble Posts: 7,500

    Don't you just hate it when you buy something and then later see it in Fast Grab? Still I think I got it in one of the sales over the holiday so maybe didn't lose out too much.

    Anyhoo - My PC arrived with a few bits and pieces shaken loose and in need of replacement. So I still have not had chance to try this product yet. Anyone got any experiences / renders to share?

  • TooncesToonces Posts: 919

    Congrats on getting your pc! Remind me never to have anything shipped if I ever move to where you live. ;)

    I purchased this product during the fast grab because it seemed useful. However I completely agree with your assessment of statements like "Moves Receiver vertices along the vertex normal of the intersecting receiver vertex to a point where the vertex approaches or intersects the Source face."

    Surely there has to be a way to translate sentences like that into something the average joe can understand. Lol.

    I'll probably have to set aside a day or so to play with it and learn some of the dials by trial and error. The end results seem worthwhile tho.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,219

    I was wondering too as never seen much mentioned if any

  • marblemarble Posts: 7,500
    havsm said:

    Congrats on getting your pc! Remind me never to have anything shipped if I ever move to where you live. ;)

    I purchased this product during the fast grab because it seemed useful. However I completely agree with your assessment of statements like "Moves Receiver vertices along the vertex normal of the intersecting receiver vertex to a point where the vertex approaches or intersects the Source face."

    Surely there has to be a way to translate sentences like that into something the average joe can understand. Lol.

    I'll probably have to set aside a day or so to play with it and learn some of the dials by trial and error. The end results seem worthwhile tho.

    My first impression, when I saw the promo, was that it might be good for blankets and sheets (always a problem, even for Optitex and I don't have VWD yet).  I am keen to find out whether the cling-film effect can be toned down to a more cloth-like drape. Another, more frivolous, example might be something along the lines of the famous "is that a gun in your pocket?".

    Oh, and back to the blanket idea: would it be possible to make it drape over both the bed and the human figure?

     

  • UthgardUthgard Posts: 863

    To be succinct: no.

    As to the more verbose answer: a cloth simulation or draping won't look right without some wrinkles in the proper places, and the morphs generated by this script heavily rely on smoothing iterations between the source and the receiver, actually losing any hd details in the receiver (and that includes even pre-existing wrinkles). While I was quite enthusiastic about this utility and its possible uses, I've come to realize that the promo pics are what it is actually designed to do. It's not bad by any stretch of the imagination, but it does what it does; no more, no less.

  • marblemarble Posts: 7,500
    Uthgard said:

    To be succinct: no.

    As to the more verbose answer: a cloth simulation or draping won't look right without some wrinkles in the proper places, and the morphs generated by this script heavily rely on smoothing iterations between the source and the receiver, actually losing any hd details in the receiver (and that includes even pre-existing wrinkles). While I was quite enthusiastic about this utility and its possible uses, I've come to realize that the promo pics are what it is actually designed to do. It's not bad by any stretch of the imagination, but it does what it does; no more, no less.

    Oh dear - another one for the "Bought but never used" pile. I can't see that I would have any need to shrink-wrap my figures.

  • srieschsriesch Posts: 4,241

    When I attempt to use the resulting morph sliders, nothing appears to happen.  What step did I likely miss that would make the sliders have no effect?

  • DiniDini Posts: 108

    Hello.
    Thanks for this nice tool.
    I would like to merge a figure with a wall or something similar.
    Unfortunately, I do not succeed.sad
    Can you show me the settings to do that?
    (Look at the picture)

    Many thanks and best regards from Berlin
    Jörg smiley

     

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  • I do apologize, I know this is a rather old thread on an older product, but I do have a question I would like to ask before I buy it.

    Just how much of the source mesh's detail can be projected onto the target/reciever mesh? I'm sitting here wondering if it would maybe be possible to use this utility to reproject character and creature shapes (generally full body but I have no issues breaking it up) that were made in a totally different program onto the daz bases so my new shapes can pretty much piggyback on the daz figure skeleton?

    If so then this would open up a world of custom character options for me without the hair-ripping frustration that is rigging a model from scratch. So, how much detail can be retained?

    Thank you in advanced for your time.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,219

    I have passed this up numerous opportunities as nobody has posted and results or renders using figures especially heads, no idea if it's good or not as nobody shares

  • QliphothQliphoth Posts: 14
    edited January 2019

    I have passed this up numerous opportunities as nobody has posted and results or renders using figures especially heads, no idea if it's good or not as nobody shares

    Well, if I manage to get it before we get more info and examples, I'll run through it and share the results. No doubt my findings would be helpful to someone out there. Though I am hoping I get an answer beforehand so I know how high on my 3D priority list this tool should be. Can do some really cool effects either way though so I doubt I'll be too mad even if it isn't a super detailed reprojection.

    Post edited by Qliphoth on
  • I do apologize, I know this is a rather old thread on an older product, but I do have a question I would like to ask before I buy it.

    Just how much of the source mesh's detail can be projected onto the target/reciever mesh? I'm sitting here wondering if it would maybe be possible to use this utility to reproject character and creature shapes (generally full body but I have no issues breaking it up) that were made in a totally different program onto the daz bases so my new shapes can pretty much piggyback on the daz figure skeleton?

    If so then this would open up a world of custom character options for me without the hair-ripping frustration that is rigging a model from scratch. So, how much detail can be retained?

    Thank you in advanced for your time.

    The output is limited by the resolution of the receiving mesh - so you couldn't project HD details into the base resolution mesh this way.

  • The output is limited by the resolution of the receiving mesh - so you couldn't project HD details into the base resolution mesh this way.

    I sort of figured that would be a limitation, one which I intend to keep in mind. I'm more asking about under ideal circumstances. With meshes that are within the same realms of complexity.

  • RenderPretenderRenderPretender Posts: 1,041
    edited June 2019

    I'm posting this here hoping that the script creator will become aware of it in this thread. The documentation does not appear to address errors. On my first attempt to use the tool, all I get is an error that says: Wrapper Calculate Overlap Error: Cannot access member "getnumFacets" of deleted QObject.", so I can't get any further that that no matter what I do.

    Anyone able to help with this or have a similar experience? I'm following the instructions to the letter. 

    Thank you.

    EDIT: The issue does appear to be related to geografted characters. At least it's running the projection now.

    Post edited by RenderPretender on
  • satokusatoku Posts: 0

    Does anyone know if this was ever updated to fix the crashing issue? Willing to try it out but not if it was never updated.

  • handel_035c4ce6handel_035c4ce6 Posts: 460
    edited March 2020

    I read the PDF but still cannot grasp how to do something like this https://www.daz3d.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/0/4/04-simtenero-shape-reprojector-daz3d.jpg ; The tutorial uses the default parameters to insert an item inside a body, but how to make the source to deform the receiver from outside for example if a body is sitting on a chair? In this case the sourse (Project this) will be the chair, and the Receiver (onto this) will be the body, right?

     

    Edit: the image doesn't show; will try to copy and attach it.

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