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Daz Studio HSS, US and US2 Tutorial planned but want feedback first
Posted: 09 March 2013 07:21 AM   [ Ignore ]   [ # 16 ]
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I think it is good to have this discussion on uberSurface related products solely and those are the products that are primarily used in conjunction with DAZ Studio, as the base shaders come along with it.

That was always a problem of pwSurface2 - while it is an excellent shader by itself, it never was part of the DAZ Studio base and due to that never got used as much as the uber-related products. uberSurface2 has also the ‘problem’ of a reduced market share (as it has to be bought) and due to that less information being around (and presets). The tricky part with uberSurface2 is primarily that said shader reacts very differently compared to the original uberSurface, but the transfer preset does a decent job for that.

In the end, the generic uberSurface is actually quite good already and I think community wise it’d be best to focus on that. I agree with you there.

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Posted: 09 March 2013 07:37 AM   [ Ignore ]   [ # 17 ]
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Don’t get ne wrong I reakon pwSurface is a seriously powerful shader system which has not got the credit it deserves.

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Posted: 09 March 2013 08:04 AM   [ Ignore ]   [ # 18 ]
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Before I get started properly here is what the skin looks like before and after. Both have the sma elighting all I did was load the skin and leave them at the defualt settings.

Both straight out of Daz Studio

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BrockC_copy.jpgbase1.jpg
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Posted: 09 March 2013 09:21 AM   [ Ignore ]   [ # 19 ]
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I would be thankful for some info on how to use these, I have tried applying them and just don’t get it.  so many settings to deal with in studio for everything.  Some clear concise instruction would be great that starts at the very beginning assuming you know nothing about how to do this smile

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Posted: 09 March 2013 09:28 AM   [ Ignore ]   [ # 20 ]
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One thing that is needed by you is a basic understanding of the Daz Default surface settings http://homepage.eircom.net/~neilvpose/ds-settings.htm as I won’t be going in to that as it is a fundemental basic. If you don’t understand these then the chances are you are not going to understand the tutorial.

I am not doing a beginners guide but more at the intermediate level

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Posted: 09 March 2013 11:49 AM   [ Ignore ]   [ # 21 ]
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Szark - 09 March 2013 08:04 AM

Before I get started properly here is what the skin looks like before and after.

They both say ‘after.’

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Posted: 09 March 2013 11:50 AM   [ Ignore ]   [ # 22 ]
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LOL so they do, all fixed now, thx Gedd.

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Posted: 09 March 2013 12:18 PM   [ Ignore ]   [ # 23 ]
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Szark - 09 March 2013 08:04 AM

Before I get started properly here is what the skin looks like before and after. Both have the sma elighting all I did was load the skin and leave them at the defualt settings.

Both straight out of Daz Studio

Maybe use the velvet setting in HSS a little more, something in a not-very-saturated peach?  It’s good to lose that scary ambient glow effect, but it’s also good not to totally lose the edge halo that a bald head (or bare arm, etc.) has in bright light.  Admittedly SSS users sometimes overdo that and get a Kewpie doll transparency on hands and feet, but it looks to me like you’re not overdoing things.

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Posted: 09 March 2013 12:24 PM   [ Ignore ]   [ # 24 ]
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Very nice. I noticed you didn’t loose detail in the diffuse map. I had trouble with that earlier when I was playing with UE2 and the Tamesis skin.

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Posted: 09 March 2013 12:26 PM   [ Ignore ]   [ # 25 ]
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I used the Velvet with a dark blue/grey colour with the BUMP map in the Velvet Strength channel. I don’t like the peach colour effect as it doesn’t look right even to simulate fine hairs. For me the blue works as that is what happens in the real world in certain lighting conditions. Also I don’t use Transluceny or Ambient at all on skin. The SSS should give enough not the have Transluceny one.

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Posted: 09 March 2013 01:19 PM   [ Ignore ]   [ # 26 ]
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SickleYield I am no way near an expert on this and I do like to see others helping so please feel free to help if you see a better way or to correct me. I would rather be corrected in public than misleading folks.

That goes for any of you old timers that understand all this. smile I think it is about time we all got this sorted once and for all. So others can enjoy the wonders of Uber Surface. Unless like the monkey you don’t want to teach the tiger to climb. smile

Velvet can be used for a number of things like the shirt which has Velvet and Transluceny enabled. But for iuman skin to retain the details like Gedd’s last post I find Transluceny and Velvet, even at low strengths can help lose those details. Now this could be down to my lack of understanding or my lack of a good light rig. Both are highly probable as I still consider myself a beginner 4 years later. smile

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Posted: 09 March 2013 01:31 PM   [ Ignore ]   [ # 27 ]
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I too am always willing to learn something new, and of course these things are very subjective. 


Here the first one is F5 with his default material.  It comes with velvet on at around 15% and dark blue.  The second one is the same but with velvet a desaturated peach/brown and up at 32%.  Now, this is totally in the eye of the beholder, but I still think the peach/orange looks more like the rim effect on actual flesh in bright light.

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Posted: 09 March 2013 01:49 PM   [ Ignore ]   [ # 28 ]
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I will give it a try tomorrow that peach brown. Though I couldn’t see the difference in your images. I use IrFanview which has a forward and back function to filp between images and I can’t see any differences at all. I even put my glasses on to make sure.

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Posted: 09 March 2013 01:53 PM   [ Ignore ]   [ # 29 ]
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Szark - 09 March 2013 01:49 PM

I will give it a try tomorrow that peach brown. Though I couldn’t see the difference in your images. I use IrFanview which has a forward and back function to filp between images and I can’t see any differences at all. I even put my glasses on to make sure.

Well, it’s certainly possible that I’m just seeing something that isn’t there - I was totally convinced geometry shells could have variable UVs until it was proved otherwise.  Maybe what matters more is that velvet is on rather than exactly what color it is?


That’s it, it’s time for some green and purple tests. :-D

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Posted: 09 March 2013 02:06 PM   [ Ignore ]   [ # 30 ]
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That is what I had in mind doing a series of renders showing what one channel does. I will be removing all mats and using a plain white or mid grey and then use a real strong staturated colour to see the effect.

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