Submit Your RenderMist Walker G8F

5.0 Stars |3 Ratings



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NOTE: DIGITAL DOWNLOAD, NOT A PHYSICAL ITEM

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Extended Use License
This item comes with our Extended Use Licensing. This means that you may use the model for both non-commercial and commercial purposes, in a variety of mediums and applications.
For full license terms, see our 3D Content Licensing Agreement
Item Details
| Vendor: | Excessive |
| Published: | Apr 27, 2025 |
| Download Size: | 30.2 MB |
| Software: | Daz Studio |
| Compatible Figures: | Genesis 8 Female Genesis 8.1 Female |
| dForce: | – |
Included Formats
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| Favorites: | 8 |
| Likes: | 13 |
| Views: | 644 |
Item Ratings
3 Ratings
5 Stars|May 06, 2025
Thank you for sharing your awesome work! I am grateful!!

5 Stars|May 04, 2025
Great concept! Thank you!

5 Stars|May 03, 2025
Cool 3d model wisps
Mist Walker G8F
What need has the Mist Walker of petty garments of mere cloth and metal? Nothing can touch her unless she wills it. She clothes herself in the sky. If she wishes, she can surround herself with poisonous gas, or smoke, or the awful Blood Fog.
A model of a wearable cloud of mist, in a Sky Goddess style, rigged in DAZ Studio for Genesis 8/8.1 Female. This model uses the Iray Simple OpenVDB MDL Volume shader, included in D|S 4.2 and later versions, applied to a base mesh and two concentric inner geometry shells in different intensities and settings, for the total effect of a misty cloud surrounding the character's body that covers roughly what a bikini would cover.
The Mist Walker is rigged to follow the character's pelvis, spine and neck bones only, meaning that you can pose the limbs however you like and they can simply intersect the mist mesh, which will render the volume around whatever intersections happen without much trouble.
Included is an assortment of Hierarchical Material presets that apply different intensities to the fog effect on the base model and the two geoshells together, and also a small variety of colors including the default white mist; chlorine gas (green); mustard gas (yellow); smoke (black); and Blood Fog (red). A small selection of morphs is also included on the main model to help with occasional fitting issues; and the Smoke2.vdb volume definition file originally obtained from OpenVDB.org.
To use:
- Load your character and pose as desired
- Make sure your character is selected in the hierarchy manager
- Load the "Mist Walker" Wearable preset for the target figure and set materials as desired
- Adjust pose for ground contact if necessary; note that the upper and lower ends of the Mist Walker can be adjusted with the included morphs if necessary.
- Render!
NB: the overall thickness of the Mist Walker main mesh can be adjusted with the Mesh Offset parameter/Push modifier already included; and the depth of the two inner geoshells can also be adjusted with their own respective Mesh Offset values. If you have a set of customizations you want to keep you can simply save a new Wearable preset, which will include all of your material and settings customizations (see DAZ documentation for info on how to save wearable presets).
NB: the volume shader can occasionally render with some dark artifacts when the surfaces get pinched too close together and aren't illuminated directly. The simplest way to fix this is to just add more lighting to get some light rays directly into the trouble area. You can also try moving the various morph values around to see if you can get the mesh to render more cleanly. Increasing subdivision or adding a smoothing modifier ** does not help this problem ** in my experience working with this model.
DAY ONE UPDATE: incorrect folder structure (dang it) fixed
DAY ONE UPDATE.1: Fixed deeply annoying material file compatibility for G8F *AND* G8.1F
A model of a wearable cloud of mist, in a Sky Goddess style, rigged in DAZ Studio for Genesis 8/8.1 Female. This model uses the Iray Simple OpenVDB MDL Volume shader, included in D|S 4.2 and later versions, applied to a base mesh and two concentric inner geometry shells in different intensities and settings, for the total effect of a misty cloud surrounding the character's body that covers roughly what a bikini would cover.
The Mist Walker is rigged to follow the character's pelvis, spine and neck bones only, meaning that you can pose the limbs however you like and they can simply intersect the mist mesh, which will render the volume around whatever intersections happen without much trouble.
Included is an assortment of Hierarchical Material presets that apply different intensities to the fog effect on the base model and the two geoshells together, and also a small variety of colors including the default white mist; chlorine gas (green); mustard gas (yellow); smoke (black); and Blood Fog (red). A small selection of morphs is also included on the main model to help with occasional fitting issues; and the Smoke2.vdb volume definition file originally obtained from OpenVDB.org.
To use:
- Load your character and pose as desired
- Make sure your character is selected in the hierarchy manager
- Load the "Mist Walker" Wearable preset for the target figure and set materials as desired
- Adjust pose for ground contact if necessary; note that the upper and lower ends of the Mist Walker can be adjusted with the included morphs if necessary.
- Render!
NB: the overall thickness of the Mist Walker main mesh can be adjusted with the Mesh Offset parameter/Push modifier already included; and the depth of the two inner geoshells can also be adjusted with their own respective Mesh Offset values. If you have a set of customizations you want to keep you can simply save a new Wearable preset, which will include all of your material and settings customizations (see DAZ documentation for info on how to save wearable presets).
NB: the volume shader can occasionally render with some dark artifacts when the surfaces get pinched too close together and aren't illuminated directly. The simplest way to fix this is to just add more lighting to get some light rays directly into the trouble area. You can also try moving the various morph values around to see if you can get the mesh to render more cleanly. Increasing subdivision or adding a smoothing modifier ** does not help this problem ** in my experience working with this model.
DAY ONE UPDATE: incorrect folder structure (dang it) fixed
DAY ONE UPDATE.1: Fixed deeply annoying material file compatibility for G8F *AND* G8.1F


































