{"id":4793,"date":"2020-12-11T12:57:00","date_gmt":"2020-12-11T12:57:00","guid":{"rendered":"https:\/\/renderguide.com\/?p=4793"},"modified":"2021-01-29T23:35:48","modified_gmt":"2021-01-29T23:35:48","slug":"daz3d-extract-sub-parts-of-a-big-object","status":"publish","type":"post","link":"https:\/\/renderguide.com\/daz3d-extract-sub-parts-of-a-big-object\/","title":{"rendered":"Daz3D Extract Sub Parts of a Big Object to Reuse Inside a New Scene"},"content":{"rendered":"\n

This Daz3D<\/a> tutorial shows how you can extract sub parts of a big object to reuse Inside a new scene. We explain step by step how to use the geometry editor for that. Sometimes you add a product to your scene and it turns out that everything is connected<\/strong>. Even the parts of the object, that you expect to be independent. For example if the product is an environment of a room, the doors, chairs and other furniture – everything can be connected and basically be a one single object. <\/p>\n\n\n\n

If in this situation you just want to hide the part that you can\u2019t select<\/strong> – you can use our How to Hide Scene Parts That Are Not Selectable Daz Tutorial<\/a>. But what if you want to not simply hide the part of a bigger object, but fully separate it and use it somewhere else<\/strong>, maybe even in another scene? That is what we are going to look into in this tutorial on an example of \u201cShaded Heaven\u201d(Pergola) free environment available in the Daz Studio.<\/p>\n\n\n\n

\"daz<\/figure><\/div>\n\n\n\n

Daz3D Separating Geometry of Objects<\/h2>\n\n\n\n

Selecting Geometry<\/h3>\n\n\n\n

To separate part of the big object we need to use the geometry<\/strong> of said object. And to use geometry we need to utilize the \u201cGeometry Editor<\/em>\u201d tool. It can be found in the top bar, amongst \u201cTools<\/em>\u201d.<\/p>\n\n\n\n

\"daz3d<\/figure><\/div>\n\n\n\n

When the tool is active – you will right away notice that now not the whole object selects<\/strong> after you click – but only the geometry that you clicked on. This includes faces, edges and vertices<\/strong>. By default you will select faces when you left click on something and it will be highlighted.<\/p>\n\n\n\n

\"daz<\/figure><\/div>\n\n\n\n

Now with the use of \u201cGeometry Editor<\/em>\u201d we need to select the geometry that we want to separate<\/strong> from the whole object. For example I am interested in this tap that is located right at the center of the Pergola.<\/p>\n\n\n\n

\"daz<\/figure><\/div>\n\n\n\n

Now I need to select it. We already know that the left mouse button selects faces<\/strong>. So when I hold the button and move the mouse around – I can select a bunch of the faces<\/strong> at the same time. <\/p>\n\n\n\n

\"daz3d<\/figure><\/div>\n\n\n\n

But it is not the best way of selecting geometry<\/strong>. It is not convenient at all and I need to select all the faces individually. Alternatively <\/strong>I can use \u201cGrow Selection<\/em>\u201d [Ctrl+\u201d+\u201d] from the right click menu.<\/p>\n\n\n\n

\"daz<\/figure><\/div>\n\n\n\n

What this does is adds all the neighbouring faces of the selected ones<\/strong>. So if you have one face selected – it adds selection of all the other faces that are connected to this one. <\/p>\n\n\n\n

\"daz<\/figure><\/div>\n\n\n\n

You can use this to select things easier. But for our purpose we have an even better solution<\/strong>. It is to use the \u201cSelect Connected<\/em>\u201d option that can be found if you right click on the object and go to the \u201cGeometry Selection<\/em>\u201d[Ctrl+*].<\/p>\n\n\n\n

\"daz3d<\/figure><\/div>\n\n\n\n

This option selects all the geometry that are connected<\/strong> here. Meaning that it will only stop at the location, where geometry abrupts and does not go further.<\/p>\n\n\n\n

\"daz<\/figure><\/div>\n\n\n\n

This is exactly what we needed. The tap is fully selected<\/strong>. Though the valve is still not selected. It seems that it is a separate object with independent geometry. But I still want it to be part of my separated object. <\/p>\n\n\n\n

To add the valve<\/strong> to the selected geometry I need to hold [Ctrl] and select any of the faces on the valve. Then proceed to use \u201cGeometry Selection<\/em>\u201d[Ctrl+*] and both the tap and the valve should be selected.<\/p>\n\n\n\n

\"daz<\/figure><\/div>\n\n\n\n

Separating Geometry<\/h3>\n\n\n\n

Now, when the object is fully selected is the time to finally separate it<\/strong>. For this we need to delete everything except the needed object. Firstly what we are going to do is to proceed to the \u201cGeometry Visibility<\/em>\u201d and then \u201cHide Un-Selected Polygon(s)<\/em>\u201d<\/p>\n\n\n\n

\"daz3d<\/figure><\/div>\n\n\n\n

This will already separate our selected object from everything else<\/strong>. But for now it is just visual, because the Pergola is still there, we have just hidden it.<\/p>\n\n\n\n

\"daz<\/figure><\/div>\n\n\n\n

Now to extract it we need to delete everything except it<\/strong>. Sounds difficult, but it is done with the single button press. \u201cRight click > Geometry Editing > Delete Hidden Polygon(s)<\/em>\u201d<\/p>\n\n\n\n

<\/figure><\/div>\n\n\n\n

You will be warned that you are about to delete all the polygons. Accept it and you should be done<\/strong>. Check if everything went right by clicking on the \u201cShow All Polygons<\/em>\u201d.<\/p>\n\n\n\n

\"daz3d<\/figure><\/div>\n\n\n\n

If after that – nothing new appeared and you are still left with your single object <\/strong>– this means that everything went right and you can proceed.<\/p>\n\n\n\n

\"daz<\/figure><\/div>\n\n\n\n

Saving Separated Object<\/h2>\n\n\n\n

We are basically done. All that is left to do is to save our work<\/strong>, so it could be used later anytime. To do that, first of all you need to change to another tool<\/strong>. Regular \u201cNode Selection<\/em>\u201d tool should be good. We just need to select the object and not its geometry.<\/p>\n\n\n\n

\"daz<\/figure><\/div>\n\n\n\n

Then with the object selected<\/strong> proceed to the \u201cFile > Save As > Support Assets > Figure\/Prop Assets\u2026<\/em>\u201d as we are indeed saving a prop. <\/p>\n\n\n\n

\"daz3d<\/figure><\/div>\n\n\n\n

Leave the default file location<\/strong> and choose a name. A good name here would be something that indicates that this is a part of a bigger object and what exactly part it is. I am naming mine as \u201cPergolaTap\u201d because it is a Tap taken from the Pergola environment.<\/p>\n\n\n\n

Then a new window appears. In this window match the \u201cProduct Name<\/em>\u201d with the \u201cItem Name<\/em>\u201d and leave everything else as it is<\/strong>. Then press Accept.<\/p>\n\n\n\n

\"daz<\/figure><\/div>\n\n\n\n

And it is done. You now saved your object<\/strong> and can at any given moment add how many you want to any scene you want. This can be done in the \u201cContent Library<\/em>\u201d tab along the \u201cDaz Studio Formats > My Library > Figures<\/em>\u201d path if you did everything as explained above.<\/strong><\/p>\n\n\n\n

\"daz3d<\/figure><\/div>\n\n\n\n

Now you can do with it anything you want. If you open a new scene and add it there – you will see that it is added as an absolutely independent object<\/strong>.<\/p>\n\n\n\n

\"daz<\/figure><\/div>\n\n\n\n

Conclusion Daz3D Extract Sub Parts of a Big Object to Reuse Inside a New Scene<\/h2>\n\n\n\n

Extracting parts of the big objects and environments seems like a really difficult thing. But in reality you can do this in a couple of minutes<\/strong> using all the tools that are available in the Daz Studio for free. Though it is important to remember that these products are not yours<\/strong>. Meaning that they still belong to those who made them and you can\u2019t resell them. Read also our other Daz Tutorials<\/a> and 3D Models Reviews<\/a>.<\/p>\n