If you rig your character up as a standard SineSpace avatar and getting it working properly, then any clothing purchased (or that you make) in SineSpace should just work properly (if not, file a bug report). If you're rigging up your Daz3D content as a costume replacement (also known as a bypass avatar, since it bypasses the entire avatar, clothing, and attachment system), then you're on your own.
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Nice article. I would love to know if there is any cloth rigging tutorial or tool/plugin that could solve the typical mesh bleeding issue. For reference, I have issues with getting custom or bought clothes on a custom animated Daz3D Character in Unity. So far, the character looks good and work. The clothes fit in T-Position but once the animation starts, the vertices from the character bleeds through certain parts again and again. I've looked into the bones skin-weights but was not able to see anything to improve there. the problem grows once certain body-morphs alter the character (giving him more weight or muscles)
Grome Terrain Modeling with Ogre3D, UDK and Unity3D. This is a great introduction to Grome modeling that also deals practical editing details and with integration of the scene data into well known engines: Unity3D, Unreal (UDK) and Ogre3D.
Large landscapes made of multiple zones with any size, in any direction and with different resolutions. Snap tools used to create neighbor zones with automatic border stitching even for different resolutions.
Real-time rendering using industry standard OpenGL API.
Optimized scene management for massive working data. Special editing terrain LOD. Multiple selection modes. Custom swap system that allows to selectively discard portions of scene from memory.
Entire terrain data is organized per layers. Novel layered system that facilitates operations on multiple zones at once while still allows individual zone settings.
Multiple layers of heightmaps that can be used to separately operate on distinct terrain geometrical features. Unlimited layers of textures with various shading settings to add realistic color details. Arbitrary oriented texture mapping that can be used to map textures vertically, horizontally or with any rotation on terrain slopes.
Multiple selection layers that can restrict terrain geometry operations only to desired areas.
Procedural creation of geometry using fractal algorithms and natural erosion. Control parameters like application zone, density and scaling.
Procedurally create textures based on terrain features like altitude, slope and orientation. Create realistic shadows with shadowmap generation.
Procedurally or manually create selection layers based on terrain geometry. Have local control using brushes with custom masks, orientation, sizes and strength.
Advanced Objects Management
Visually create single instances or use the object brush to spawn multiple objects at once. Control spawning area density, size, orientation, altitude and depth. Use numeric inputs or visual gizmos to transform single or multiple instances.
Control linking properties between instances and terrain. Make instances follow terrain orientation, snap to terrain while transforming and react to terrain modifications.