Keyhole dForce Dress G8F

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This item comes with our Extended Use Licensing. This means that you may use the model in a variety of mediums and applications. But, because certain intellectual property depicted in this model may not be affiliated with or endorsed by the original rights holder, this model is subject to an Editorial Use Only Restriction which limits the ways in which you may use this model.
For full license terms, see our 3D Content Licensing Agreement
Item Details
| Vendor: | Excessive |
| Published: | Nov 12, 2025 |
| Download Size: | 13.4 MB |
| Software: | Daz Studio |
| Compatible Figures: | Genesis 8 Female Genesis 8.1 Female |
| dForce: | Yes |
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| Favorites: | 4 |
| Likes: | 6 |
| Views: | 224 |
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Keyhole dForce Dress G8F
A collection of models of ladies' dress, with a halter neck and wide flared skirt and cutouts at the bust and each side, rigged in DAZ Studio for Genesis 8/8.1 Female, intended for use with dForce dynamic cloth simulation. All of these models share the same UV map and any textures for this item will work on any of them. A large assortment of Iray materials are included, as well as some shaders that allow for various degrees of transparency simulating thread weave. This model has less geometry detail than most of my others, but a higher polygon count; I have shifted over to this style because the geometry detail just makes these dresses harder to work with in more diverse shapes and I also wanted a wider skirt with more folds for a prettier drape.
NOTE: The bust cutout relies completely on the FRICTION value in the CLOTH material settings of the dress to avoid slipping out of place during simulation. The saved value (0.85) works well for a pretty wide variety of shapes and poses, but you may need to adjust this value in certain situations.
Four skirt lengths are included: Ankle length, knee length, mini, and micro. A number of Settings files are also included that do things like exclude the hands/fingers and the toe bones from the cloth simulation to make it run faster and smoother; and some settings files that adjust the fit of the dress during the cloth simulation process.
Avoid having the character's limbs do anything too drastic with the skirts, e.g. sitting cross legged or having hands push into the skirt mesh etc. For more in-depth tutorials see some of the many videos on Youtube covering all skill levels and applications
To use, simply set up the scene and character(s) as you normally would; the character may be posed or even heavily morphed and scaled if desired!
- Select the target character in the scene hierarchy; you may wish to reduce or zero certain anatomy details like the navel or the nipple at this time
- Load the desired dress model from the Content Library
- Select the dress model in the scene hierarchy
- Set materials as desired; you may also wish to apply one of the Settings files that adjust how tight/loose the simulation will leave the garment
- On the Simulation Settings pane, check to see if the settings are appropriate (see notes below)
- Click 'Simulate'
- Allow the cloth simulation to run
- If Mesh Smoothing needs to be turned on, do so before rendering
- A Push Modifier is included and set to expand the dress a small amount (2mm) to account for any likely poke-through and to allow room for any reasonable under-garment (e.g. a panty hose geoshell); adjust as desired
- Ready to render!
NOTES ABOUT SIMULATION SETTINGS:
The default simulation settings are fine for the base poly in most situations; for use with the high rez version, if you have a lot of instances where the dress mesh "sinks in" to the character during simulation, this is because the collisions are being checked against the base geometry of the character figure, and there is simply nothing near to those dress polygons to collide against. There are two basic solutions:
- Change "Collision Mesh Resolution" from BASE to VIEWPORT; this will cause the solver to check collisions against what you see in the viewport, which means the subdivided character geometry. NB: THIS TAKES A LOT MORE TIME TO RUN, but this will give a much more accurate drape.
- Run the simulation at default settings, but rely on the Mesh Smoothing Modifier to smooth out the problem areas. This can be OK and you should probably try this first before changing the simulation settings, because it's much faster.
SINGLE-FRAME RENDER VS. ANIMATION RENDER:
Both versions of the dress load with a mesh smoothing modifier. If you are only rendering a single frame, you should switch off the smoothing modifier while the cloth simulation is running, because it has to do its calculations for each frame of the drape, and the simulation will take a lot longer to run. Once the simulation is complete, you can select the dress in scene hierarchy and in Properties/Mesh Smoothing, click the button for ENABLE SMOOTHING to turn it on, and the smoother will run just once - and you are ready to render!
If you are rendering the entire animation (i.e. making a movie) then you probably want to enable the smoother before running the simulation. Be aware the simulation will take significantly longer to run in this case!
NB: A pair of settings files is included to easily change the setting between SINGLE-FRAME and TIMELINE (Animation) modes.
NB: Many of the materials make extensive use of REFLECTION, REFRACTION, and TRANSPARENCY. Depending on hardware, the preview may not show these materials accurately or at all, but they should render OK in the Iray render engine. For more accurate preview you can enable NVIDIA Iray preview mode. These materials are generally interchangeable with any of my other dress models, and will be included with any future ones.
NB: Adjusting the fit with the included fitting settings files will raise the hem of the dress if it is made tighter; or lower the hem if it is made looser. There is a morph that may help to adjust the hem somewhat. PLEASE NOTE that changing the fit setting means you must re-run the cloth simulation. The cut of this particular dress probably won't behave well if the cloth is made very tight or very loose, use with caution.
NB: the thread weave shader (used for bump and transparency cutout) is intended to be used with "flood fill" materials that don't care about UV scale, the bitmap is 512x512 scaled waaaayyyyyyy down via UV tile settings to allow for reasonably good detail. If you want to mix this idea with any other scale-dependent surface settings you would need to use a different set of bitmaps, with much higher resolution. Not hard to do but texture file size and memory usage at render will be much larger. The Texture Shaded preview mode is not too bad, but you can switch the viewport render mode to Iray if you want to see a high quality preview before final render. If you wish to do any bitmap textures for this model please be aware of the UV tile size and factor that in accordingly!
NB: the morphs, weights and JCMs are in a "good enough" state and work fine in a big variety of poses. If you find a position or shape that makes the mesh break, try dialing up the "FBMExpandAll" morph, or the other usual methods of dealing with pokethrough etc.
NOTE: The bust cutout relies completely on the FRICTION value in the CLOTH material settings of the dress to avoid slipping out of place during simulation. The saved value (0.85) works well for a pretty wide variety of shapes and poses, but you may need to adjust this value in certain situations.
Four skirt lengths are included: Ankle length, knee length, mini, and micro. A number of Settings files are also included that do things like exclude the hands/fingers and the toe bones from the cloth simulation to make it run faster and smoother; and some settings files that adjust the fit of the dress during the cloth simulation process.
Avoid having the character's limbs do anything too drastic with the skirts, e.g. sitting cross legged or having hands push into the skirt mesh etc. For more in-depth tutorials see some of the many videos on Youtube covering all skill levels and applications
To use, simply set up the scene and character(s) as you normally would; the character may be posed or even heavily morphed and scaled if desired!
- Select the target character in the scene hierarchy; you may wish to reduce or zero certain anatomy details like the navel or the nipple at this time
- Load the desired dress model from the Content Library
- Select the dress model in the scene hierarchy
- Set materials as desired; you may also wish to apply one of the Settings files that adjust how tight/loose the simulation will leave the garment
- On the Simulation Settings pane, check to see if the settings are appropriate (see notes below)
- Click 'Simulate'
- Allow the cloth simulation to run
- If Mesh Smoothing needs to be turned on, do so before rendering
- A Push Modifier is included and set to expand the dress a small amount (2mm) to account for any likely poke-through and to allow room for any reasonable under-garment (e.g. a panty hose geoshell); adjust as desired
- Ready to render!
NOTES ABOUT SIMULATION SETTINGS:
The default simulation settings are fine for the base poly in most situations; for use with the high rez version, if you have a lot of instances where the dress mesh "sinks in" to the character during simulation, this is because the collisions are being checked against the base geometry of the character figure, and there is simply nothing near to those dress polygons to collide against. There are two basic solutions:
- Change "Collision Mesh Resolution" from BASE to VIEWPORT; this will cause the solver to check collisions against what you see in the viewport, which means the subdivided character geometry. NB: THIS TAKES A LOT MORE TIME TO RUN, but this will give a much more accurate drape.
- Run the simulation at default settings, but rely on the Mesh Smoothing Modifier to smooth out the problem areas. This can be OK and you should probably try this first before changing the simulation settings, because it's much faster.
SINGLE-FRAME RENDER VS. ANIMATION RENDER:
Both versions of the dress load with a mesh smoothing modifier. If you are only rendering a single frame, you should switch off the smoothing modifier while the cloth simulation is running, because it has to do its calculations for each frame of the drape, and the simulation will take a lot longer to run. Once the simulation is complete, you can select the dress in scene hierarchy and in Properties/Mesh Smoothing, click the button for ENABLE SMOOTHING to turn it on, and the smoother will run just once - and you are ready to render!
If you are rendering the entire animation (i.e. making a movie) then you probably want to enable the smoother before running the simulation. Be aware the simulation will take significantly longer to run in this case!
NB: A pair of settings files is included to easily change the setting between SINGLE-FRAME and TIMELINE (Animation) modes.
NB: Many of the materials make extensive use of REFLECTION, REFRACTION, and TRANSPARENCY. Depending on hardware, the preview may not show these materials accurately or at all, but they should render OK in the Iray render engine. For more accurate preview you can enable NVIDIA Iray preview mode. These materials are generally interchangeable with any of my other dress models, and will be included with any future ones.
NB: Adjusting the fit with the included fitting settings files will raise the hem of the dress if it is made tighter; or lower the hem if it is made looser. There is a morph that may help to adjust the hem somewhat. PLEASE NOTE that changing the fit setting means you must re-run the cloth simulation. The cut of this particular dress probably won't behave well if the cloth is made very tight or very loose, use with caution.
NB: the thread weave shader (used for bump and transparency cutout) is intended to be used with "flood fill" materials that don't care about UV scale, the bitmap is 512x512 scaled waaaayyyyyyy down via UV tile settings to allow for reasonably good detail. If you want to mix this idea with any other scale-dependent surface settings you would need to use a different set of bitmaps, with much higher resolution. Not hard to do but texture file size and memory usage at render will be much larger. The Texture Shaded preview mode is not too bad, but you can switch the viewport render mode to Iray if you want to see a high quality preview before final render. If you wish to do any bitmap textures for this model please be aware of the UV tile size and factor that in accordingly!
NB: the morphs, weights and JCMs are in a "good enough" state and work fine in a big variety of poses. If you find a position or shape that makes the mesh break, try dialing up the "FBMExpandAll" morph, or the other usual methods of dealing with pokethrough etc.




































