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The geometry editor in DAZ Studio allows hiding faces of a mesh. Unfortunately, this is not stored persistently. If the mesh is a simple prop, the alternative is to simply delete the faces. However, deleting faces does not work well for conforming figures (e.g., clothing), as Studio does not update the morphs in the figure to reflect the deleted faces. As a result, the mesh explodes the next time you load it back into Studio.

This video shows a couple alternatives to persistently hiding faces in Studio. The first is to re-assign all desired faces to a new material zone and then each time you reload the object, you can quickly re-hide the undesired faces. This method works with any and all geometry in Studio. But it's not ideal, as you still have to manually re-hide the faces any time you reload it. However, if your object is weight mapped, you can utilize Studio's geografting system to persistently hide the faces, which is shown as the second technique.
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sawill77 Featured By Owner Jul 31, 2018  Hobbyist Digital Artist
Thanks for taking the time to put this together and share.
FyraNuanser Featured By Owner Edited Mar 17, 2018
This has been bothering me quite a bit as I modify nearly all the wardrobe items I use, and often by hiding parts of the mesh that don't align with existing surface groups. This is an elegant solution and doesn't involve deleting parts of the mesh and resaving assets (which as you say can cause problems with conforming) and it's quicker in my opinion.

The mesh intersection issue can also occur in Iray if you simply use opacity to hide; for example, resulting in black lines on skins and other surfaces. The bonus of course is that the hidden meshes don't take up memory in your graphics card.

Thanks very much!
akizz Featured By Owner Mar 16, 2018
Thank you for the tutorial
amyaimei Featured By Owner Mar 16, 2018  Hobbyist Digital Artist
The easiest way to solve that problem is:
1. select the faces you want to hide
2. create a new surface group for all selected faces
3. at the surface tab, set the opacity to 0
cwichura Featured By Owner Mar 16, 2018  Hobbyist Digital Artist
As I mentioned in the video, setting opacity to 0 doesn't always work well, particularly with external rendering engines.  Some engines (for example, LuxRender, which I use) generate visible artifacts when a hidden mesh intersects with another mesh.  (This is most frequently seen with skullcaps of hair props that have transparent edges that intersect the forehead of the figure.)  Even if it doesn't result in visible artifacts, the extra geometry still results in ray intersections, slowing the rendering engine down unnecessarily (admittedly by a small fraction).

This is why I prefer to ensure the geometry is removed entirely when exported for rendering, and make heavy use of the weight mapped hidden faces trick shown in the video.
amyaimei Featured By Owner Mar 16, 2018  Hobbyist Digital Artist
Yes, if you're using external rendering engines, the method I suggested will not work at all.
Another way is harder, and make sure you have backup copy of the original.
I used to do it with the content I created, but it should work for others.
1. delete all hidden polygons
2. save it with another name as a new figure/prop
3. exit DAZ Studio
4. start DAZ Studio again and load both the original and the modified version
5. perform morphs transfer to transfer all morphs from the original to the modified version
6. save the modified version again 
MythosArcane Featured By Owner Mar 16, 2018  Professional Digital Artist
Thanks for the information. I will have to try this the next time I need to hide part of a surface. So far hiding UV mapped surfaces with Iray opacity has worked for what I've needed, but I didn't know you could do stuff like this in DS. Possibilities a plenty. . .
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Submitted on
March 15, 2018


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