Fixing Poke through with the Geometry Editor - Daz Masterclass #35

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[Music] welcome back in this video I will talk about the geometry editor and that's a really powerful often overlooked tool inside D Studio that can help us with many issues one of which is poke through so poke through is kind of the main topic and this is the reason why I'm bringing it up but because it has so many other features I might just mention a few along the way that can make your life in D Studio a lot easier so poke through is this thing that we'll encounter time and time again and that is when clothing doesn't fit the character properly so typically you have a shirt or something on the outside of a character and it doesn't quite fit them so the character itself will poke through the shirt or poke through the clothing and that'll appear as a kind of a skinny white patch that kind of pokes through and that looks ugly and there's a way to avoid that one which we've seen is already the smoothing modifier but it doesn't always work and sometimes adjusting those settings isn't really getting rid of all the poke through it might introduced poke through in other places that wasn't there before so this is where other tools might come in handy and the geometry editor is such a tool let me introduce you to my assistant here this is George hello George how you doing George is in good shape and as such not all 3D clothing might fit him equally well it might have to be made a little bit bigger and we can see that he has a couple of issues here one is on his shirt up here as well as on the underarm area here and the other one is on his side here on the browsers so that's the poke through I'm talking about and one way to avoid that is to literally switch off the geometry underneath so if I go and make George completely invisible Now by just clicking that little eyeball icon here I can see that well George is completely gone and so is the poke through literally everywhere but of course George is gone in his entirety so that's not exactly what we had bargained for what the geometry editor is going to let us do is we will be able to select a portion of George like namely just this portion and just make that bit invisible so not the whole figure not something like a whole surface of the figure but just one portion and we'll be able to select that and store that inside Dash Studio or store it with our seam file so that we can bring it back later or you know make it invisible again later let's take a look at this so before we look at George let me go and create a sphere primitive so I can show you some of the features that the geometry editor has so new primitive sphere with the defaults I'll select it and then I'm going to move it over here so we can come back to George I might go and make it a little darker just so that we can see this better as I demonstrate this so with the sphere selected I'll head over to the surfaces tab where we have one surface called default every primitive that we create with d Studio has that a surface called default and then on the base color Channel I'm going to make this just a dark gray something like that there now we can see it a little bit better I might also because I'm not entirely sure if I do I like the shine I'm I'm okay with the shine I'll leave the shine if you didn't like that you can crank up the glossy roughness here if you wanted to get rid of that so that's you know kind of nice that we can see all this in filament I might set this to kind of 0 five here there we go now let me go and switch over to the geometry editor so that's at the top here in the toolbar I have it here this is it the one that looks like a little grid with the pencil iccon type thing that's the geometry editor and it's another tool so hence we also need to switch to the tool settings tab in a moment just in case this icon isn't here head over to tools and select the geometry editor from here default shortcut keys alt shift G so then with that guy selected I'm going to switch over to my tool settings where most of that evil magic is going to happen here on here we have the groups we have some selection modes and we have a SIM syry setting there and as I said we don't need to know all about these things just the basic principle these are groups face groups surfaces regions and selection sets this is the one that we're going to be working with but know that the principles of selection sets will also work for face groups and surfaces as well as regions when we look at George we're going to see that there's a lot of face groups in George as well as surfaces as well as regions and surfaces is in fact the thing that we've been introduced to on the surfaces tab if I open this up I can see my default surface here so that is the same surface and in fact the geometry editor is a tool with which we can create our own surfaces if we wanted to it's also a tool that lets us rename this so if I don't want to have this be called default I can call it I don't know something like a test maybe and then if I go over back to my surfaces tab I can see that my sphere now has a surface called test rather than default so that's something interesting to keep in mind if you wanted to make more surface sets this is how you can do it with a geometry editor let me go and unselect this so just click something in the gray bar if you select this then you see that my object turns red and that means these polygons are now selected if you select something in the gray area then it unselects everything so this is essentially the main job of the geometry editor it lets us select polygons or vertices or edges and that's in fact what this menu at the top is for this is the polygon selection so those are the little squares these would be the edges those are kindar of the you know the the the edges and then these are the vertices of those are the little dots that we see currently I don't actually see my geometry on the surface so I might want to enable that that so that I can select things a little bit better I mean I can select things here already but I don't really know where my geometry ends and where it begins so you might find it easier to switch from the filament viewport into either the wire shaded or the wire texture shaded mode filament itself which is the one that I'm working with also supports showing the geometry and that is in fact under the draw settings tab just as an aside if ever you wanted to work that way I might just actually work that way over here under drawing so and that's on the draw settings tab under drawing you have draw node wireframe and if you enable that then you can see that my wireframe is now overlaid on my geometry both here as well as on George so that's another way to enable won't disable that I might just stay in filament for this and have a look at how we can select things here on our sphere so I was just casually left clicking and dragging over the sphere and then it looks like I'm selecting polygons and this is in fact exactly what happens if I do that again so if I go and left click and drag somewhere else then my previous selection goes away so anything in yellow is selected and my new selection is being created if I wanted to select something and then add to this selection you can hold down the control key and then select something else that'll add to the selection if you wanted to remove something from that selection you can go and hold down the ALT key that'll remove things from the selection and this is now my active selection here that's kind of neat you also have symmetry options here but typically when we deal with poke through we don't really need that just know that it's there and explore it at your own leisure just in case if you follow along and your cursor doesn't appear to do this it might be that you're not in the drag selection mode so we have several ways to create selections here and they will appear when you right click anywhere in the viewport and then you have this thing here selection mode so that is currently set to drag selection and that's the mode that lets me left click and drag all of my object to select an area that's the one that I find more useful but there's two others one is the Marquee selection and that is in fact a rectangle that we can draw out like so we can barely see it in the video but if you left click and drag a rectangle out then whatever is inside that rectangle will be selected as polygons and the same goes for the other selection mode which is the lasso selection and that's not a rectangle that's like a freehand thing you can draw out much like we've used to it from other applications and then anything inside will be selected so this is most useful if you're not in the perspective view if you're in an orthographic view so if I'm going to go look at my sphere from the front here then I could go and use my Marquee selection and left click and drag the whole top part of the sphere and when I do that everything here will be selected kind of evenly like the the top the north half of the globe if you want I'll go switch this back to my perspective you to have a look at it and that's exactly how it happened this another thing to be aware of while we're selecting things with the geometry editor other 3D programs work slightly differently so in blender for example if I had done that then only my visible to me visible polygons will be selected and anything behind it will be unselected unless I go into a separate mode so D studio will select everything that is within this range whether it is visible to the camera or not so even polygons facing away from the camera will be selected just something to be aware of so right click selection mode drag selection that's what we want while you have a selection active like this yellow stuff here you can go and save it as a selection set in fact as a selection set or as a surface or as a face group or as a region if you want it we're going to do this two times actually on the selection sets here that's the one that we need or that that's the one I recommend you use for porke throughs if you go and select this group here this kind of heading and then you right click on this with a selection active you can say create selection set from select it and when you do that a little dialogue comes up that asks you to give it a name I might call my selection Northern Hemisphere like so and then I have a selection that I can bring back as I select this it'll turn red and that's just indicating this is where this group is so if I go and select the bottom part here you can see that the selection is still active but the red thing has kind of Gone Away here so the red thing is essentially this highlight color here so little difficult to understand the selection itself is still active so if I wanted to get rid of that if I wanted to clear my selection out then we have to right click again and then under geometry selection you can select clear selection if you work with this a lot you might want to set up a shortcut key for this but I'll leave that up to you if I go and clear out that selection now nothing is selected anymore if I go and select this here I can see the preview of where these polygons are this is essentially a polygon group that I've created here and if if I wanted to select it now from here I could go and click this little plus icon and that will add this group to my active selection again there that's kind of the basics of the geometry editor that's really all we need to know now comes the fun part in which we can remove polygons so with this selection active either anything that I've selected from here or something that I've drawn in with my geometry brush here I can now go ahead right click on this and say geometry this visibility hide selected polygons and this is kind of the magic formula here now I've made a hole in my sphere it's not really a hole it's just hiding the polygons I can make a hole if I go and remove these polygons as well I don't recommend that just know that there is this function in the geometry editor it will change your geometry it will change the UVS as a result so careful with that feature it is available so doing it this way means it's non-destructive I can now go and bring these polygons back because they're not removed currently however the problem is that my selection is gone so that wasn't saved the selection was there to hide the polygons now now that the polygons are hidden my selection is gone so to bring this back I can right click again polygon visibility and I can say show all polygons and that will bring them back but my selection is gone as a result so the cool thing is now since I've saved myself a selection as a set namely here on the Northern Hemisphere let me go and click that plus icon to select my top of my sphere and then go do the same thing again right click geometry visibility height selected polygons and boom that is now the upper half of my sphere removed go and get rid of the highlight color here and that now looks almost like a ball I can't put anything in it because the the polygons are still there and the cool thing is I can just bring them back with selection sets we have the added option that we don't have to use the right click menu here we can just use the little eyeball icon in that group here so this is true for any of these groups here face group surfaces regions as well as selection sets so if I go and just click this little eyeball icon here then my Northern Hemisphere comes right back or goes away again and this is kind of handy when it comes to fixing pork through now the same principles that we had on the sphere will also apply to George let's turn our attention over to George and see how we can help the man so let's go and select him first and that you do will only work on the item that is currently selected in the scene tab so I need to select George because he's the one whom we want to hide polygons on and let's go and have a look at might make my sphere invisible here let me have a look at this section here so I can see polygons on here already I can go and just left click and drag over George like so if you find it's easier to see this just feel free to switch over to something like wire texture shaded or better yet wire shaded because that'll get rid of textures and now we can see maybe a little bit better what we're selecting if I go and do this from an angle sorry George looking at your butt there and then I can go and see that anything that's kind of white I want to go and select something slightly further on the outside here if you look straight on it you can barely see but if you see it from the side here you can see that anything that's kind of white that'll be the geometry on George that we've selected here and if we go and go to our selection sets here I'll go and right click and say create selection set from selected I can call this one maybe hip poke for example and that means I've made a new selection set that if I now go and click the little eyeball icon it gets hidden and that is nice now this is hidden on George not on the item of clothing the item of clothing is now above that hidden geometry and therefore things look handsome let me go switch back to filament and see if that is in fact correct and I'm also going to go over to my draw settings and switch off the draw node wireframe in filament so that we just see a preview here and look at that so the red thing is now just an indication that this is a highlight like on the tool settings tab we have this highlight color if I go and select nothing then that'll go away and so does my poke through so this is that way to that I recommend you fix poke through if you ever have these issues then you know create yourself a selection set for that region and just go and hide it with a little eyeball icon let's go and see what else we can do for George here so there was the whole underarm area there was also this on the back here we might not be able to go and select this underarm area without pausing him slightly differently so I'll just go and use this little thing as an example I go and left click and drag this on George doesn't matter if it's a little bit more I go and head over to the selection sets right click create selection set from selected and I'll call that back pooke perhaps and there we go select that little eyeball icon and that is now also removed excellent so we can go ahead and now select these parts of his upper body here sometimes it is helpful to use the existing face groups surfaces and all regions to select what we want so just to give you an example of what I mean by that if we were to open face groups here you'll see that there's a lot of them here and that it's it's important for them to be in place because these are used for the rigging under the hood to move portions of the figure if and when they need to be moved so that's why we have so many selections they're all tied to specific functions inside the figure as we work with him or her so we can go and utilize them if we want so for example I can go and select the head that is this whole area that's Now red or if you go and click the plus icon it'll be added to my active selection or minus if you want to remove it or just click the eyeball icon to hide things so like you know if you wanted to work on the eyes or teeth then it's kind of easy to just hide the head from here from within the geometry editor that's possible once you've done that and you switch over to another tool that selection and or visibility remains intact just to be aware of that I will go back and give George his head back of course what was I thinking but you can also use these to start making your own selection so if you find it difficult to figure out this underarm section here you might find something that's kind of close to this area and then start with that and hide it from there if you don't want to go into these groups there's another way to start selecting these things and that's by right clicking and then there is geometry selection and then there is Select by and you have face groups and you have surfaces and you have regions and you have selection sets so these are available at your disposal from here as well if you haven't got the tool settings tab open or if you want to work that way just just thought I'd let you know that and while we're talking about this there's actually something else that I thought might be helpful especially on this underarm section here if we wanted to do that so right now I think I'm going to go and make George's arm invisible so that I can go and work on this area here so this is the right arm let's see if I can find that if this is too long a list I can just go and use something else maybe like the surfaces because I'm sure that has an arms area and we go to make that invisible there George's arms gone perfect so now I can see that this is probably the section that we want to make invisible but without encroaching on his actual arm so I want the arm to be visible so what I can do is select a few polygons here and then either just paint this whole area out that'll work or if I wanted to grow something I can also go and do that if I go and start from one polygon you can go and right click on this and then head over to Geometry selection grow selection control and the plus button will do that as you do you'll grow this selection out so control and plus will do that there sometimes it grows it a little bit too rapidly control and minus will shrink that selection so it's another way to select things especially if you have a very high dense polygon model and you want to just grow out from a particular direction that's also possible it's the Plus on the numpad by the way not the one on the on the top of the keyboard It's A Plus on the numpad let's see if I do this that might be enough that might be too much let's go and see if it works with that selection active I'll go and create another one here and say right underarm poke make that invisible and then I'll go and bring his arms back that was on a different group have we fixed the problem yes look at that poke through taken care of click in the right area here to to get rid of things like that and there we go George is looking handsome he's looking a little bit crazy when you go and take his shirt off because it means we will see George with holes in it but for our final render this is going to be just fine there's a lot of other stuff that you can explore in the geometry editor and I'll encourage you to do that because it is a very very powerful tool that comes in handy time and time again like if we wanted to go back to our sphere just to bring that to a close here if I wanted to like currently my sphere is just black but if I wanted to go and select another Shader like on top of this here maybe I want to give him some eyes here maybe like this and then I'll hit control and I make that maybe hit control and then do this we kind of a smiley face smiley face face on here if I go and turn that much like we had it before if I go and left click on the selection set and then right click and say create selection set from selected I can also do this in the surfaces tab for example so click it right click it hit create surface from selected and I might call this one face and if I do that I've created a second surface group with the geometry editor and that now has a different Shader on it so as a result if I wanted to go and head over to my surfaces tab I now have my test surface which is like the rest of it I could even call it body let's in fact let's do that let's go over here rename test into body just by double clicking it body and then we have face head over to the surfaces tab body is now um gray or we can give it something like a friendlier color like a like a dark blue maybe and then I go and make his eyes switch that over to the universal manipulator that'll also get rid of the highlights here and then I go and make his face maybe something you know friendly yellow so now I have two surfaces that I can adjust independently on the same object so this might come in handy if you think hey I have trousers here and I I wish there was a way that I can put my own texture on this part here maybe I want to make a pocket or whatever then you can do that just select this part and put a different Shader on that part and that'll give you another variety option to create your portrait renders there we go that is all I wanted to tell you about the geometry editor there are other ways of fixing Pok through for example instead of of making the geometry underneath the clothing invisible we could also just go take the clothing and lift it up slightly now the thing is D Studio doesn't have great tools for that built-in but many external editors have such as hexagon and blender and zbrush as well as Marvelous Designer to a certain extent and we're going to have a look at all of these in the next few episodes because I think adjusting these items with external tools is a skill that'll come in handy time and time again join me for that ah
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Channel: Daz 3D
Views: 879
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Keywords: Daz3d, Daz Studio, Daz 3d, 3dArt, 3dSoftware, FreeSoftware
Id: Ds41lC8bIp0
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Length: 23min 1sec (1381 seconds)
Published: Tue Apr 16 2024
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