Gaffer Tape

Hi I have just bought this product https://www.daz3d.com/bandage-kit-for-genesis-8-female-s thinking that I would be ale to apply tape over the mouth but it appears I cant.

Are there any other products that may be suitable please?

thanks.

Comments

  • CybersoxCybersox Posts: 9,058

    The best things I've found on the market are "The Perfect Tape Gag" and "Taped for DAZ Studio", both of which are sold by Drav2018 direct over on his Deviantart page or for a bit more under the Darvour name at Renderotica.   

  • maikdeckermaikdecker Posts: 2,752

    If you only want some duct tape to put over a mouth, that's an easy job with dForce and a primitive plane scaled to a fitting size.

    Just place the figure in a laying position. Place two strips of primitive plane above the mouth. Set the dForce characteristics to the "tape" (active) and the figure (passive) and simulate. If it doesn't work properly from the start, check the "simulation" values in the "surfaces" tab and play around with rigidty etc a bit. Took me 30 minutes to get something that looks good enough (no picture yet; don't know if uploading a prop with no options would be helpful for anyone...).

    Finally you need a fitting shader. As there's tons of freebie shaders available, that should be no problem.

  • Many thanks guys much appreciated 

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,220

    a geoshell and cutout opacity and displacement should work too, can paint strips wherever you wish in your image editor of choice using the UV template as a guide

  • SixDsSixDs Posts: 2,384
    edited March 2018

    Or ... create a small primitive plane with appropriate divisions and set to collide with the figure, then move it into position on the face adjusting the collision iterations as you go. Okay, needs some bump, etc., but ...

    Tape.jpg
    800 x 800 - 223K
    Post edited by SixDs on
  • Another method is using the SimTenero Shape Reprojector script (availible in the store), which creates a morph for one object based on intersecting geometry of another object.  Also mCasual has a free script and plugin that can shrink wrap something like a hollow cylinder around an object.  All methods mentioned so far are viable it just depends on preference and skill set.

  •  

    SixDs said:

    Or ... create a small primitive plane with appropriate divisions and set to collide with the figure, then move it into position on the face adjusting the collision iterations as you go. Okay, needs some bump, etc., but ...

    Many thanks for the help folks.

    im looking for something realistic looking, although I appreciate the attached pic it looks like she has a band aid over her mouth.

  • maikdeckermaikdecker Posts: 2,752
    edited March 2018

    More like this?

    1. place figure laying flat on the ground
    2. get a new primitive plane of 10x10 cm size with 50 divisions
    3. place plane where you want it and use parameters -> scale (axis) to get it to the size you want
    4. with plane selected go edit -> duplicate -> duplicate node to make a copy of the plane
    5. use parameters -> rotate to bring both planes in position; make sure they are a bit above the mouth of the figure
    6. add dForce modiiers to the figure (static) and both planes (dynamic)
    7. turn off "self collision" under surfaces -> simulation for both planes
    8. run simulation
    9. apply IRAY shader (I uses a free Nvidia shader called "Carbon Fiber - uncoated") and under the surface tab use the transform option to get the direction of the pattern right)
    10. parent the planes to the figures head
    11. and done...

    Now I just need someone to tell me how to make a prop out of these planes that will automatically be parented to the figures mouth when loaded wink

     

    Although doing it like described takes maybe 5 minutes. Writing this description took at least twice as long.

    duct tape.png
    1500 x 1600 - 4M
    Post edited by maikdecker on
  • More like this?

    1. place figure laying flat on the ground
    2. get a new primitive plane of 10x10 cm size with 50 divisions
    3. place plane where you want it and use parameters -> scale (axis) to get it to the size you want
    4. with plane selected go edit -> duplicate -> duplicate node to make a copy of the plane
    5. use parameters -> rotate to bring both planes in position; make sure they are a bit above the mouth of the figure
    6. add dForce modiiers to the figure (static) and both planes (dynamic)
    7. turn off "self collision" under surfaces -> simulation for both planes
    8. run simulation
    9. apply IRAY shader (I uses a free Nvidia shader called "Carbon Fiber - uncoated") and under the surface tab use the transform option to get the direction of the pattern right)
    10. parent the planes to the figures head
    11. and done...

    Now I just need someone to tell me how to make a prop out of these planes that will automatically be parented to the figures mouth when loaded wink

     

    Although doing it like described takes maybe 5 minutes. Writing this description took at least twice as long.

    Hi, yessss thank you exactly like that kind of thing, the only problem is I don’t understand some of the terminology like a “primitive plane” its a bit beyond my skill set at present so I need to learn.

    Yes having it made into a prop and morphs so it affects the shape of the cheek for example would be cool too.

    Many thanks for taking the time I will have a play around with this idea.

     

  • maikdeckermaikdecker Posts: 2,752
    ...the only problem is I don’t understand some of the terminology like a “primitive plane” its a bit beyond my skill set at present so I need to learn.
     

    To make a primitive (= simple geometric figure for different uses)

    1. Menu "Create" -> Create new primitive
    2. in the menu that opens chose which kind of primitive (plane, sphere, cube etc.) you want
    3. in the same menu are options for where that primitive should appear in "the world", and for it's size and the number of divisions it has. For dForcing more divisions are better, as it makes it easier for the object to be bend. If you want to dForce a stiff object, using less divisions might help
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