Divine Cut v3 Full Addon [Blender 4.2] Crack Download
DivineCut v2.5.4 is Here! Check out the video below
If you bought v1 use the coupon code ‘divineupgrade’ at checkout to get v2. You do not have to re-buy v2
DivineCut™ is a Blender tool that helps you create clothes for your character(s) with a few simple clicks.
It comes with a simple cloth generation feature, along with a number of user-friendly yet powerful tools to quickly get you from a simple cloth to complex in minutes.
Divine Features
Cloth Generation
Use the DivineCircles to customise the shape of your cloth. Make each section as long or short as you want.
Divine Presets
Right after the cloth is Generated, you can select a preset and it will turn it into a finished cloth, ready for simulation. Current presets include a [Puffer Jacket, Varisty Jacket, and Shirt]
You have options to generate with collar, hoodie, materials, open/closed
Paint Controls
Painting tools let you shrinkwrap parts of the cloth onto your character. Smooth certain areas. Pin areas to your character. You can also paint which area’s you would like to add pressure, inflate, or deflate.
Divine Hoodies
DivineCut lets you add a hoodie onto your cloth with a single click
Divine Collars
Collars in Blender can be tricky due to their stiffness. With DivineCut you can now add a Collar onto your generated top with a single click
[ Latest Updates ]
– Toggle Seams : You can now turn the major visual seams on and off with a single click (found in Design Tab)
– UV Unwrapping : Shirts now come automatically UV unwrapped upon generation. For best results, apply the mirror modifier when you are done completely and then unwrap again by selecting all vertices/faces and pressing U>Unwrap. For now the mirror modifier doesn’t allow for perfect unwrapping.
– Weights : You can now add multiple vertices to a group with the new pin buttons in the painting tab (in front of the shrinkwrap, pinning, and smooth buttons)
– UI : The Bind button is used very often, so I’ve brought it out of the Design tab and made it stand alone, making it easier to reach
– Faster Binding : To Bind/Rebind all Divine objects in the scene, Select nothing and then press Bind. It will Bind all objects to the right surfaces.
– Dynamic Modifiers : When you Bind an Object, you can not see any effects when you try to sculpt it afterwards unless you disable the SurfaceDeform modifier. With this update, whenever you enter sculpt mode, it automatically disables the surface deform modifiers so you never have to worry about that. When you’re done sculpting, you can simply press Bind to rebind it. Sometimes this function fails and ignores when you enter sculpt mode (something to do with the functions registration in Blender), I’m still learning what causes that, but it will be fixed.
– Hoodie : You can now add a hoodie to your cloth with a single click, yay
– Puffer Rework : The puffer algorithm has been reworked entirely. See here (You can still use the previous method by selecting faces and then pressing Puff, but I think this new method is much better)
– Divine Assets : I’ve released a few Divine Assets you can use to accessorize your cloth such as buttons, pockets, string and strap, and a couple materials. Much more will be added, this is not the official V1 library, but it is a start. See installation guide here. After adding a DivineAsset, go under the Design tab and press ‘Divine Accessory’. In the back end it will perform all necessary functions on the asset to make it usable and ready to go with your cloth.
– Pin&Shrink Removed : The Pin&Shrink painting option has been removed. It is not effective enough and is taking up space. Rather I will later add a function so you can Pin all shrinkwrapped areas. That way you can see the shrinkwrap effect in realtime and then apply them as pins
– Trousers : The trousers have not been given as much love as the top algorithm. It is not perfect, but I will take time to make it better. For now I am trying to perfect the workflow for most tops such as jackets, shirts, and more as I get your feedback. The zipper algorithm is still experimental and will be fixed or completely reworked asap.
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