
A top end render engine, we have… but there’s a whole lot we do not have… We could also use a decent particle engine and a dynamics engine. We’re still waiting for a viable plugin for D|S that’ll do that… any of you plugin developers out there who wants to make some extra coin should consider writing one for D|S. The ability to create clothing with cloth simulation and edit that clothing is one of them. Of course, SoftImage is a high end application, and has a whole lot D|S does not have. the video shows applying clothing to Species having to go through additional steps to get clothing to work. I can use a variety of rigs that automatically set up the weight maps, and I can work with those on the fly quite easily. If I make a clothing model for Genesis, after the model itself is made, I don’t have to worry about rigging at all. Genesis has a very similar setup to Species part selection toolsets in something called “powerpose”… Basically a 2D template of the figure with all the parts selectable with a mouse click.Ĭonforming Clothing with Species actually looks a lot more involved than it is with Genesis. We have very similar abilities with regard to posing/animation. Fortunately for D|S users, they’re about to get PTex as well… With Species, you simply work with the base figure, extrude your addition and you don’t have to go through the extra settup… not sure how this affects UVS, but if it’s PTex enabled, it shouldn’t be an issue. With Genesis, in order to add geometry, one would need to build the geometry that replaces a portion of the base figure, apply the base rig and add any further rig to it that is necessary (tail, wings, etc) and set it up for what is called “Geografting” in D|S, which is basically making the conformed figure a part of the original figure, so that it morphs seemlessly. With Species, adding geometry appears not to be an issue.

DAZ Genesis, and I found some interersting similarities and some interesting differences.



Okay, was taking a hard look at Species vs.
