.......................................................................... LL Upper for GF8 / GF8.1 Copyright (c) June 2024 by Pushee-Ri. All rights reserved. This is not a merchant resource. .......................................................................... MANUAL .......................................................................... FRONT VIEW or REAR VIEW - THAT'S the QUESTION You have to decide whether you want to blot your favourite model from the front or the back. Use "A LL Upper Front" for the front view and "B LL Upper Back" for the rear view. Reason: If you use the front object but show the back, you will experience a nasty surprise due to the so-called "UV Seams", as the textures (the "liquids") are suddenly cut up when you move them. BRINGING the MATERIALS to "LIFE" Simply select the object, switch to the "Surfaces" pane and scroll down the list of options until you see "Horizontal offset" or "Vertical offset". If you change the values (slightly!), you will see how the liquids change their position on the body of the model. That's it :) Tipp No. 1: Select the desired material / preset before (!) you move it - otherwise (if you have found a great position and then change the material) the position will be reset. Tipp No. 2: All materials can also be recognized in the "Texture Shaded Mode" of your viewport - so you don't have to position them in "Nvidia Iray Mode" all the time. UV's and CHANGING DIRECTIONS If you wonder why the liquids change direction when they are moved: This is due to the way paintings are "projected" onto the 3D object (for experts: the UV maps). There are ways to change this ... but these would either lead to distorted or interrupted paintings (for experts: twisted UV maps or seams). Neither is nice. So - accept it as it is ... and make the best of it. POKE THROUGHS, ARTEFACTS and MISCOLORS As the mesh objects are very close to the model, poke throughs can occur (the selected material is "interrupted" in some places). In addition, Iray tends to render black artifacts and / or false colors in places where transparent and opaque materials overlap or are too close together. If this happens, you can use the object's activated "Push" modifier to increase the distance between the object and the model. To do this, switch to the "Parameters" pane with the object selected and then to "Mesh Offset". Increase the value slightly (preferably with the "+" sign) until the poke thoughs / artefacts/ miscolors disappear. COMBINE MATERIALS You can combine two "Wardrobe" objects and their materials. To do this, select the first "Wardrobe" object and assign another "Wardrobe" object to it. This way worked better for me than assigning two (or more) objects to the model. Of course, you can also try this - just don't be surprised if the second (or third) object is not displayed. GOING FURTHER with SMOOTHING You may already be familiar with this from normal clothing with the "Smoothing" modifier activated: if, for example, a hand is positioned (too) close to the garment, the clothing starts "creeping" over the hand. This also applies to my "LL" series. Although it is not an official feature (it is too difficult to control), you can produce very interesting close-ups with "Smoothing", a little patience and luck. Here's how it works: After you have assigned an "LL" object, position for example a hand close to the body / clothing. Important: the hand must (!) belong to the body of the model wearing the "LL" object. With the "LL" object selected, now switch to "Parameters" pane -> Mesh Smoothing. By carefully increasing the "Smoothing Iterations" value, you can now get the liquid to cover parts of the hand as well. IMPORTANT: do not use values that are too high, as this will slow down your system! Instead, start with a value of 5 and do not increase this further than 10. If you have not yet positioned the material, do so now and observe what happens. As I said: it's a bit more difficult ... but with a little patience and luck you can create very (!) stimulating close-ups. Promised!