My latest attempt with UHT2. Love how this product works. I still need more practice, but it is fun! :) I can't wait to finish the hairs I'm working on for my beauty salon renders so I can use this to do some appropriate hair coloring. Which kind of brings up a question. This isn't a MR product so am I correct in assuming we can't share the resulting material presets that we come up with using this? Like if I wanted to share any hairs I modeled as a freebie, I can't include any material presets created using UHT2, correct? I'm not exactly sure how that works (the material presets thingy) because from what I can tell you can save the textures as material presets and use them without UHT2 once the presets are done. I haven't actually saved a material preset yet, this is just based on what I've read so far. So, clarification from @Slosh on what the usage parameters are for the resulting material presets we create would be great.
This was Mathew Hair which I love to use because it already has a lots of great material zones set up which worked really well while customizing it with UHT2!
My latest attempt with UHT2. Love how this product works. I still need more practice, but it is fun! :) I can't wait to finish the hairs I'm working on for my beauty salon renders so I can use this to do some appropriate hair coloring. Which kind of brings up a question. This isn't a MR product so am I correct in assuming we can't share the resulting material presets that we come up with using this? Like if I wanted to share any hairs I modeled as a freebie, I can't include any material presets created using UHT2, correct? I'm not exactly sure how that works (the material presets thingy) because from what I can tell you can save the textures as material presets and use them without UHT2 once the presets are done. I haven't actually saved a material preset yet, this is just based on what I've read so far. So, clarification from @Slosh on what the usage parameters are for the resulting material presets we create would be great.
This was Mathew Hair which I love to use because it already has a lots of great material zones set up which worked really well while customizing it with UHT2!
Because the shader is built on the LIE technology, the best thing to do would be to share your UHT2 Recipes with your hairs. That way you don't need to worry about licensing issues and everyone will get the exact same results.
My latest attempt with UHT2. Love how this product works. I still need more practice, but it is fun! :) I can't wait to finish the hairs I'm working on for my beauty salon renders so I can use this to do some appropriate hair coloring. Which kind of brings up a question. This isn't a MR product so am I correct in assuming we can't share the resulting material presets that we come up with using this? Like if I wanted to share any hairs I modeled as a freebie, I can't include any material presets created using UHT2, correct? I'm not exactly sure how that works (the material presets thingy) because from what I can tell you can save the textures as material presets and use them without UHT2 once the presets are done. I haven't actually saved a material preset yet, this is just based on what I've read so far. So, clarification from @Slosh on what the usage parameters are for the resulting material presets we create would be great.
This was Mathew Hair which I love to use because it already has a lots of great material zones set up which worked really well while customizing it with UHT2!
Because the shader is built on the LIE technology, the best thing to do would be to share your UHT2 Recipes with your hairs. That way you don't need to worry about licensing issues and everyone will get the exact same results.
Okay. How does one share LIE recipes? Would I use something like LIE Baker? Because I have that, I haven't actually tried using it yet. I'm still delving into everything that LIE can do and I have yet to attempt sharing anything that I do yet in LIE. So, I'm still unsure of all of the logistics of how the actual sharing is done. I can see I'll have to explore it more.
My latest attempt with UHT2. Love how this product works. I still need more practice, but it is fun! :) I can't wait to finish the hairs I'm working on for my beauty salon renders so I can use this to do some appropriate hair coloring. Which kind of brings up a question. This isn't a MR product so am I correct in assuming we can't share the resulting material presets that we come up with using this? Like if I wanted to share any hairs I modeled as a freebie, I can't include any material presets created using UHT2, correct? I'm not exactly sure how that works (the material presets thingy) because from what I can tell you can save the textures as material presets and use them without UHT2 once the presets are done. I haven't actually saved a material preset yet, this is just based on what I've read so far. So, clarification from @Slosh on what the usage parameters are for the resulting material presets we create would be great.
This was Mathew Hair which I love to use because it already has a lots of great material zones set up which worked really well while customizing it with UHT2!
Because the shader is built on the LIE technology, the best thing to do would be to share your UHT2 Recipes with your hairs. That way you don't need to worry about licensing issues and everyone will get the exact same results.
Okay. How does one share LIE recipes? Would I use something like LIE Baker? Because I have that, I haven't actually tried using it yet. I'm still delving into everything that LIE can do and I have yet to attempt sharing anything that I do yet in LIE. So, I'm still unsure of all of the logistics of how the actual sharing is done. I can see I'll have to explore it more.
Basically, you'd need to do something like:
Strawberry Blonde Base + Color 6 and Mask 7 + Color 13 and Mask 3
That would be your UHT2 Recipe. Using LIE Baker would technically be redistributing the textures.
Some versions of DS will allow you to save a material preset with texture references that includes an LIE, but it may act differently across different version of DS, and only the last step in the LIE will get saved with it, so if you've done more than 1 use of Color Mixer, it won't share properly without redistributing stuff you aren't supposed to, and even then it isn't reliable across different releases of DS.
Ah, well, not that I was planning on sharing the recipe for this particular attempt, but I think I ended up using the Color Mixer way too many times to be able to do that then as I'm pretty sure I used it about 6 or 7 times on several different parts of the hair. So, there isn't a way to save a material preset, without proprietary redistribution of assets, that others inside DS could use as long as they had UHT2? It would be nice if there were a way of sharing presets in the same way as there are with systems like LAMH where you still need the actual program in order to be able to use it. But, I'm guessing not then. It might be something for Slosh and Draagonstorm to think about, though, because if they could swing it, that would be kind of cool.
Ah, well, not that I was planning on sharing the recipe for this particular attempt, but I think I ended up using the Color Mixer way too many times to be able to do that then as I'm pretty sure I used it about 6 or 7 times on several different parts of the hair. So, there isn't a way to save a material preset, without proprietary redistribution of assets, that others inside DS could use as long as they had UHT2? It would be nice if there were a way of sharing presets in the same way as there are with systems like LAMH where you still need the actual program in order to be able to use it. But, I'm guessing not then. It might be something for Slosh and Draagonstorm to think about, though, because if they could swing it, that would be kind of cool.
Now there's an idea... and I bet that's something that they could come up with :D
Ah, well, not that I was planning on sharing the recipe for this particular attempt, but I think I ended up using the Color Mixer way too many times to be able to do that then as I'm pretty sure I used it about 6 or 7 times on several different parts of the hair. So, there isn't a way to save a material preset, without proprietary redistribution of assets, that others inside DS could use as long as they had UHT2? It would be nice if there were a way of sharing presets in the same way as there are with systems like LAMH where you still need the actual program in order to be able to use it. But, I'm guessing not then. It might be something for Slosh and Draagonstorm to think about, though, because if they could swing it, that would be kind of cool.
Now there's an idea... and I bet that's something that they could come up with :D
Well, here's to hoping we've put a bug in their ears and they think about it! :)
the hair on Rune here is Krayon hair that was in the Victoria 7 Pro bundle didn't have any extra colours other than what came with it the colours are ok but again uht2 just gives that extra to it used some browns and blonds in the mix think the scalp/roots look more lifelike here now
Finally was able to upgrade to Octane Render 3. I thought I'd give UTH2 a go with the DS plugin ..... it works with the layering!! The attached render is the default translation for the hair from DS. With a little tweaking it would be even better. Be sure to zoom to full resolution to see the hair details.
Been playing a bit with Ali's hairs to see how they work with UHT2. Some seem to work fine, others seem to work better with just the UHT2 Original Textures Preset. This one is with UHT2 texture, had to make the cap invisible as the strands go in the wrong direction and there's no separate texture node for it. It actually looks better without the cap anyway, IMO.
I like all of those Taozen :) I bought a few Ali hairs to try this on, and the ones I bought had the scalp not as a separate material zone. You chose to hide it in one of yours.. for me, I separated it using the geometry editor so that I could still apply UHT2 to the remaining hair. I think your last one, with the ponytail, and your first one (where you hid the scalp) are my favorite of those you posted just now. Nice work, you do the product justice :D
I like all of those Taozen :) I bought a few Ali hairs to try this on, and the ones I bought had the scalp not as a separate material zone. You chose to hide it in one of yours.. for me, I separated it using the geometry editor so that I could still apply UHT2 to the remaining hair. I think your last one, with the ponytail, and your first one (where you hid the scalp) are my favorite of those you posted just now. Nice work, you do the product justice :D
Thanks, I hope so. I'm just experimenting and with my current setup each render takes at least 30 minutes, so not so much time for fine tuning as I'd like. Being a hair addict with over 1500 hairs in my library I'll probably spend some time playing with this...
And I actually made a mistake with the white one, I think the UHT2 preset wasn't applied to all texture zones. I also wondered why it was so bright. Here's an update (as the previous one with Original Textures Preset).
...well been messing around myself and am liking the results. I particularly like the cutout settings as I don't have to go and fiddle with the slider parameters anymore. I am also very pleased that a PDF manual was included. This helps incredibly.
One issue I did have was with an older hair (Bolina Hair) where I had to manually change the colour of the scalp as for some reason the scalp colour settings would not work on it. Otherwise finally I can do a real "ginger" and give some extra depth to the colouration. I found the best trick was to apply an original texture setting for hte hair then in the Surfaces tab change the base colour to "none" (which turns it completely white but retains the other maps) before applying the base colour.
One of my first experiments (the girl with Bolina hair)
...well been messing around myself and am liking the results. I particularly like the cutout settings as I don't have to go and fiddle with the slider parameters anymore. I am also very pleased that a PDF manual was included. This helps incredibly.
One issue I did have was with an older hair (Bolina Hair) where I had to manually change the colour of the scalp as for some reason the scalp colour settings would not work on it. Otherwise finally I can do a real "ginger" and give some extra depth to the colouration. I found the best trick was to apply an original texture setting for hte hair then in the Surfaces tab change the base colour to "none" (which turns it completely white but retains the other maps) before applying the base colour.
One of my first experiments (the girl with Bolina hair)
I think the reason why the scalp does not apply to that hair is because the original scalp has no texture map, just a diffuse color and when the UHT scalp script runs it doesn't update the Translucency Color.
Just tried it on Eudora Hair for V4, using original tetxure option, and:
2016-01-08 11:01:02.926 Loading script: D:/DAZ/My Library/Shader Presets/SloshWerks/UHT2 Ultra Salon/Base Textures/UHT2 !Use Original Textures.dse
2016-01-08 11:01:03.807 File loaded in 0 min 0.2 sec.
2016-01-08 11:01:03.813 Loaded file: OriginalTextures.duf
2016-01-08 11:01:04.011 WARNING: Script Error: Line 26
2016-01-08 11:01:04.011 WARNING: TypeError: Result of expression 'gMap' [null] is not an object.
2016-01-08 11:01:04.011 WARNING: Stack Trace:
<anonymous>()@D:/DAZ/My Library/Shader Presets/SloshWerks/UHT2 Ultra Salon/Base Textures/UHT2 !Use Original Textures.dse:26
2016-01-08 11:01:04.013 Error in script execution: D:/DAZ/My Library/Shader Presets/SloshWerks/UHT2 Ultra Salon/Base Textures/UHT2 !Use Original Textures.dse
2016-01-08 11:01:04.270 Failed to load image: D:\DAZ\My Library\Runtime\Textures\SloshWerks\UHT2\UHT2Normals04.tif
2016-01-08 11:01:04.271 Operation failed
2016-01-08 11:01:04.315 Failed to load image: D:\DAZ\My Library\Runtime\Textures\SloshWerks\UHT2\UHT2Bump.tif
2016-01-08 11:01:04.315 Operation failed
2016-01-08 11:01:04.587 Loaded image UHT2Shine.jpg
Only happens if the Scalp material zone is part of the selection. I seem to recall reading something about treatment of the scalp, but think that was just about picking the lightest original texture to start with.
Just tried it on Eudora Hair for V4, using original tetxure option, and:
2016-01-08 11:01:02.926 Loading script: D:/DAZ/My Library/Shader Presets/SloshWerks/UHT2 Ultra Salon/Base Textures/UHT2 !Use Original Textures.dse
2016-01-08 11:01:03.807 File loaded in 0 min 0.2 sec.
2016-01-08 11:01:03.813 Loaded file: OriginalTextures.duf
2016-01-08 11:01:04.011 WARNING: Script Error: Line 26
2016-01-08 11:01:04.011 WARNING: TypeError: Result of expression 'gMap' [null] is not an object.
2016-01-08 11:01:04.011 WARNING: Stack Trace:
<anonymous>()@D:/DAZ/My Library/Shader Presets/SloshWerks/UHT2 Ultra Salon/Base Textures/UHT2 !Use Original Textures.dse:26
2016-01-08 11:01:04.013 Error in script execution: D:/DAZ/My Library/Shader Presets/SloshWerks/UHT2 Ultra Salon/Base Textures/UHT2 !Use Original Textures.dse
2016-01-08 11:01:04.270 Failed to load image: D:\DAZ\My Library\Runtime\Textures\SloshWerks\UHT2\UHT2Normals04.tif
2016-01-08 11:01:04.271 Operation failed
2016-01-08 11:01:04.315 Failed to load image: D:\DAZ\My Library\Runtime\Textures\SloshWerks\UHT2\UHT2Bump.tif
2016-01-08 11:01:04.315 Operation failed
2016-01-08 11:01:04.587 Loaded image UHT2Shine.jpg
Only happens if the Scalp material zone is part of the selection. I seem to recall reading something about treatment of the scalp, but think that was just about picking the lightest original texture to start with.
I see that error when there is no image file assigned to the diffuse/base of the surfaces.
I don't know if Eudora loads without a texture applied, but if that is the case, what DraagonStorm said will certainly happen. I know there are a few hairstyles out there that load "blank." Jewell Hair is one that comes to mind immediately
Comments
Aaaah. Duh. Didn't think to look for hidden. All good. ;)
For those weird cases where maybe I want some crimping patterns or whatnot on the hair.
My latest attempt with UHT2. Love how this product works. I still need more practice, but it is fun! :) I can't wait to finish the hairs I'm working on for my beauty salon renders so I can use this to do some appropriate hair coloring. Which kind of brings up a question. This isn't a MR product so am I correct in assuming we can't share the resulting material presets that we come up with using this? Like if I wanted to share any hairs I modeled as a freebie, I can't include any material presets created using UHT2, correct? I'm not exactly sure how that works (the material presets thingy) because from what I can tell you can save the textures as material presets and use them without UHT2 once the presets are done. I haven't actually saved a material preset yet, this is just based on what I've read so far. So, clarification from @Slosh on what the usage parameters are for the resulting material presets we create would be great.
This was Mathew Hair which I love to use because it already has a lots of great material zones set up which worked really well while customizing it with UHT2!
Because the shader is built on the LIE technology, the best thing to do would be to share your UHT2 Recipes with your hairs. That way you don't need to worry about licensing issues and everyone will get the exact same results.
Okay. How does one share LIE recipes? Would I use something like LIE Baker? Because I have that, I haven't actually tried using it yet. I'm still delving into everything that LIE can do and I have yet to attempt sharing anything that I do yet in LIE. So, I'm still unsure of all of the logistics of how the actual sharing is done. I can see I'll have to explore it more.
Basically, you'd need to do something like:
Strawberry Blonde Base + Color 6 and Mask 7 + Color 13 and Mask 3
That would be your UHT2 Recipe. Using LIE Baker would technically be redistributing the textures.
Some versions of DS will allow you to save a material preset with texture references that includes an LIE, but it may act differently across different version of DS, and only the last step in the LIE will get saved with it, so if you've done more than 1 use of Color Mixer, it won't share properly without redistributing stuff you aren't supposed to, and even then it isn't reliable across different releases of DS.
Ah, well, not that I was planning on sharing the recipe for this particular attempt, but I think I ended up using the Color Mixer way too many times to be able to do that then as I'm pretty sure I used it about 6 or 7 times on several different parts of the hair. So, there isn't a way to save a material preset, without proprietary redistribution of assets, that others inside DS could use as long as they had UHT2? It would be nice if there were a way of sharing presets in the same way as there are with systems like LAMH where you still need the actual program in order to be able to use it. But, I'm guessing not then. It might be something for Slosh and Draagonstorm to think about, though, because if they could swing it, that would be kind of cool.
Now there's an idea... and I bet that's something that they could come up with :D
Another play with this product!
Well, here's to hoping we've put a bug in their ears and they think about it! :)
the hair on Rune here is Krayon hair that was in the Victoria 7 Pro bundle didn't have any extra colours other than what came with it the colours are ok but again uht2 just gives that extra to it used some browns and blonds in the mix think the scalp/roots look more lifelike here now
Made with...
http://www.daz3d.com/gallery/#images/170316
Nice renders, Knittingmommy and Angelreaper.
My brief effort today isn't so artistic, but I was quite pleased to see how Jonas Hair for G3M turned out (yes, another ginger)
Finally was able to upgrade to Octane Render 3. I thought I'd give UTH2 a go with the DS plugin ..... it works with the layering!! The attached render is the default translation for the hair from DS. With a little tweaking it would be even better. Be sure to zoom to full resolution to see the hair details.
Been playing a bit with Ali's hairs to see how they work with UHT2. Some seem to work fine, others seem to work better with just the UHT2 Original Textures Preset. This one is with UHT2 texture, had to make the cap invisible as the strands go in the wrong direction and there's no separate texture node for it. It actually looks better without the cap anyway, IMO.
This one seems to work better with just the UHT2 Original Textures Preset.
Another with just the UHT2 Original Textures Preset
And one with UHT2 texture mix
I like all of those Taozen :) I bought a few Ali hairs to try this on, and the ones I bought had the scalp not as a separate material zone. You chose to hide it in one of yours.. for me, I separated it using the geometry editor so that I could still apply UHT2 to the remaining hair. I think your last one, with the ponytail, and your first one (where you hid the scalp) are my favorite of those you posted just now. Nice work, you do the product justice :D
The ponytail looks the best to me. It is really lifelike.
Thanks, I hope so.
I'm just experimenting and with my current setup each render takes at least 30 minutes, so not so much time for fine tuning as I'd like. Being a hair addict with over 1500 hairs in my library I'll probably spend some time playing with this...
And I actually made a mistake with the white one, I think the UHT2 preset wasn't applied to all texture zones. I also wondered why it was so bright. Here's an update (as the previous one with Original Textures Preset).
I wish it was this easy to change my own hair colour. It is so much fun to change Vicky's hair colour but it is a pain to change my hair colour.
Making messes is fun! I think I went a little too crazy with the purple though.
that looks freakin' amazing! I don't think you went overboard at all
...well been messing around myself and am liking the results. I particularly like the cutout settings as I don't have to go and fiddle with the slider parameters anymore. I am also very pleased that a PDF manual was included. This helps incredibly.
One issue I did have was with an older hair (Bolina Hair) where I had to manually change the colour of the scalp as for some reason the scalp colour settings would not work on it. Otherwise finally I can do a real "ginger" and give some extra depth to the colouration. I found the best trick was to apply an original texture setting for hte hair then in the Surfaces tab change the base colour to "none" (which turns it completely white but retains the other maps) before applying the base colour.
One of my first experiments (the girl with Bolina hair)
I think the reason why the scalp does not apply to that hair is because the original scalp has no texture map, just a diffuse color and when the UHT scalp script runs it doesn't update the Translucency Color.
..yeah I checked, and that is the case. There's only an Opacity map.
Just tried it on Eudora Hair for V4, using original tetxure option, and:
Only happens if the Scalp material zone is part of the selection. I seem to recall reading something about treatment of the scalp, but think that was just about picking the lightest original texture to start with.
So I used Jolina hair for G3F (which does come with its own Iray shaders) and tried out some UHT2 ...
I see that error when there is no image file assigned to the diffuse/base of the surfaces.
I don't know if Eudora loads without a texture applied, but if that is the case, what DraagonStorm said will certainly happen. I know there are a few hairstyles out there that load "blank." Jewell Hair is one that comes to mind immediately