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Oso Worms for Genesis 9

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Product Name: Oso Worms for Genesis 9
Product ID: 112520
Published Artist(s): Oso3D
Created By: N/A
Release Date: 2025-10-31

Product Information

Masses of writhing shapes, strands of magical water, or maggots teaming through a carcass, the Oso Worms add to horror, fantasy, or science fiction renderings.

The worms are generated from dForce Hair.

There are three sources for the worms: a bodysuit set up for Genesis 9, a morphable/drapable disk, and a rigged tentacle.

The 'Oso Worms All' Hierarchical Materials are for the Genesis 9 figure-based worms.

The Source Materials can be applied to any set of worms.

Product Notes

Installation Packages

Below is a list of the installation package types provided by this product. The name of each package contains a Package Qualifier, which is used as a key to indicate something about the contents of that package.

  • 1 Core 1)

[ ] = Optional, depending on target application(s)

Not all installation packages provide files that are displayed to the user within the interface of an application. The packages listed below, do. The application(s), and the location(s) within each application, are shown below.

Oso Worms for Genesis 9 (Core)

  • You can find new icons for loading this product in the following DAZ Studio Folders:
    • “People:Genesis 9:Characters:Oso3D:Oso Worms”
    • “People:Genesis 9:Characters:Oso3D:Oso Worms:Materials Figure Complete”
    • “People:Genesis 9:Characters:Oso3D:Oso Worms:Materials Worms Style”
    • “People:Genesis 9:Characters:Oso3D:Oso Worms:Materials Worms Textures”
  • You can find new icons for this product in the following DAZ Studio Categories:
    • “Anatomy:External”
    • “Materials:Iray:Anatomy”
    • “Materials:Iray:Eyes:Eye Colors”
    • “Props:Effects”

Additional Details

  • The dForce Hairs in Worms are subdivided, tessellation 3, and use displacement to get a rounded worm shape.
  • To alter the width of worms change the Maximum Displacement value.
  • With larger worms, consider lowering Additional PR Hairs Density (and vice versa).
  • In many cases it will be useful to adjust the size and density of worms to get the effect you want.
  • There are three sources for worms: Figure base, disk, and tentacle.
  • The figure base is a conforming invisible body suit using Base Single UDIM UV mapping. Its normals are reversed; the hairs grow inward.
  • The disk source has dForce capability, though it defaults to Freeze Simulation: On. It also has a number of shapes to help create the desired effect. If you wish to drape the disk, the easiest approach is to hide the attached worms, unfreeze the disk, drape, freeze the disk and then unhide the worms and then drape them if desired.
  • The tentacle source is posable and comes with taper shapes and a number of pose controls for ease. The attached tentacle worms have shapes to tilt the worms toward the tip of the tentacle or base, and to adjust the length.
  • If render is slow, it may be useful to drop the render subdivision of the worms to 1. For figure worms, it can be useful to hide any body parts not visible in the render.
  • Most of the figure worm loads have both a medium and large worm object. This helps maintain some detail at the extremities while having nicely large elements toward the core, and the two have density maps to help divide the coverage.

Resolved Issues

  • None

Known Issues

  • None

Support

Visit our site for technical support questions or concerns.

1)
The contents of this package are in DAZ Studio Native formats