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Item Details
Vendor: | Excessive |
Published: | Apr 30, 2025 |
Download Size: | 4.5 MB |
Software: | Daz Studio |
Compatible Figures: | Genesis 8 Female Genesis 8.1 Female |
dForce: | – |
Statistics
Favorites: | 9 |
Likes: | 7 |
Views: | 482 |
Item Ratings


5 Stars|Jun 03, 2025
Very Good.

5 Stars|May 06, 2025
Thank you for sharing your awesome work! I am grateful!!

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

5 Stars|May 04, 2025
This is exactly what I needed for a character. I appreciate your many years of providing free Poser and Daz props! Thank you and great work.
Sky Touch G8F
The Mist Walker wields the power of the elements, able to summon frost and lighting with either or both hands, or poisonous gases, or smoke, or even the Blood Fog! Tremble at the touch of the Sky Goddess' power!
A pair of sphere smart parented props, that load and target to each hand, and a set of glow maps for DAZ Genesis 8 Female, that give the effect of lightning-charged hands, lightly shrouded in mist or gas. This model uses the Iray Simple OpenVDB MDL Volume shader, included in D|S 4.2 and later versions, applied to a pair of simple sphere primitives; the glow map uses the Emissive channel on the character's Arm material surface.
The spheres are simple primitives, set to be children of each of the character's hands, and can be freely moved or rotated as desired. The OpenVDB.org smoke.vdb simple smoke shader is used to create a mist or gas effect. Note that the shader in use here is very sensitive to lighting and environment, and since I wanted the hands to be easily visible, the effect used here is mich more attenuated and simpler than the Mist Walker piece; see below for some advice on getting various behaviors out of this prop and shader.
Included is an assortment of Material presets that apply various glow maps to the G8F/G8.1F character's Arms material surface, as well as one to clear this setting if necessary. This effect uses the EMISSION channel, which is usually not in use for character skin shaders, but you should check this before applying the glow material. Hierarchical Material presets that apply different colors to the fog effect on the sphere props, whether one or both are in use; default white; chlorine gas (green); mustard gas (yellow); smoke (black); and Blood Fog (red). The Smoke.vdb volume definition file is also included, 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 one or both of the "Sky Touch" prop presets for the target figure and set materials as desired
- Check IRay preview / spot render to make sure the Sky Touch effect is oriented the way you want
- Adjust the Sky Touch prop(s) as desired
- Render!
NB: The spheres can be scaled larger or smaller as you like. Be aware that if their geometry overlaps, i.e. if the hands are brought together, the smoke effect will usually not render well, or at all.
NOTES ON GETTING SPECIFIC BEHAVIOR FROM THE SMOKE SHADER AND THE HAND GLOW MAP:
The smoke shader will render its effect from the center of the sphere upwards, in relation to the sphere's object coordinates, when the character is at zero pose. As you pose the character and the hands are repositioned, the angle of the effect is going to change, or perhaps you might want the smoke to drift downwards, or to show the character moving or flying; you can simply rotate the spheres and the direction of the smoke effect can be pointed however you wish!
If you prefer a very simple direction-less effect, you can set the spheres to point at the render camera! (this is the main reason I went with a smart prop approach rather than rigging the item, when conforming the point-at feature does not work.)
If you want the smoke to appear thicker or thinner, the simplest thing to change is the density value. Note you can also scale the spheres up for a bigger volume to the effect.
If you want the hand glow map effect to appear more, well, "glowy", you can experiment with the render options in Filtering->Bloom. The default values for this render effect are pretty strong, and some trial and error is probably required to get the effect you want. See DAZ documentation for details.
Note that the glow map is a simple grayscale mask; you could use it on the diffuse color and top coat channels if you wanted, say, a liquid blood effect for the Blood Fog or oily tar for the Smoke effects. Use your imagination!
Have fun!
A pair of sphere smart parented props, that load and target to each hand, and a set of glow maps for DAZ Genesis 8 Female, that give the effect of lightning-charged hands, lightly shrouded in mist or gas. This model uses the Iray Simple OpenVDB MDL Volume shader, included in D|S 4.2 and later versions, applied to a pair of simple sphere primitives; the glow map uses the Emissive channel on the character's Arm material surface.
The spheres are simple primitives, set to be children of each of the character's hands, and can be freely moved or rotated as desired. The OpenVDB.org smoke.vdb simple smoke shader is used to create a mist or gas effect. Note that the shader in use here is very sensitive to lighting and environment, and since I wanted the hands to be easily visible, the effect used here is mich more attenuated and simpler than the Mist Walker piece; see below for some advice on getting various behaviors out of this prop and shader.
Included is an assortment of Material presets that apply various glow maps to the G8F/G8.1F character's Arms material surface, as well as one to clear this setting if necessary. This effect uses the EMISSION channel, which is usually not in use for character skin shaders, but you should check this before applying the glow material. Hierarchical Material presets that apply different colors to the fog effect on the sphere props, whether one or both are in use; default white; chlorine gas (green); mustard gas (yellow); smoke (black); and Blood Fog (red). The Smoke.vdb volume definition file is also included, 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 one or both of the "Sky Touch" prop presets for the target figure and set materials as desired
- Check IRay preview / spot render to make sure the Sky Touch effect is oriented the way you want
- Adjust the Sky Touch prop(s) as desired
- Render!
NB: The spheres can be scaled larger or smaller as you like. Be aware that if their geometry overlaps, i.e. if the hands are brought together, the smoke effect will usually not render well, or at all.
NOTES ON GETTING SPECIFIC BEHAVIOR FROM THE SMOKE SHADER AND THE HAND GLOW MAP:
The smoke shader will render its effect from the center of the sphere upwards, in relation to the sphere's object coordinates, when the character is at zero pose. As you pose the character and the hands are repositioned, the angle of the effect is going to change, or perhaps you might want the smoke to drift downwards, or to show the character moving or flying; you can simply rotate the spheres and the direction of the smoke effect can be pointed however you wish!
If you prefer a very simple direction-less effect, you can set the spheres to point at the render camera! (this is the main reason I went with a smart prop approach rather than rigging the item, when conforming the point-at feature does not work.)
If you want the smoke to appear thicker or thinner, the simplest thing to change is the density value. Note you can also scale the spheres up for a bigger volume to the effect.
If you want the hand glow map effect to appear more, well, "glowy", you can experiment with the render options in Filtering->Bloom. The default values for this render effect are pretty strong, and some trial and error is probably required to get the effect you want. See DAZ documentation for details.
Note that the glow map is a simple grayscale mask; you could use it on the diffuse color and top coat channels if you wanted, say, a liquid blood effect for the Blood Fog or oily tar for the Smoke effects. Use your imagination!
Have fun!