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Daz Studio HSS, US and US2 Tutorial planned but want feedback first
Posted: 10 March 2013 05:37 PM   [ Ignore ]   [ # 46 ]
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Thanks for that, yes some words of wisdom there.

You obviously haven’t read some of my other help I have posted here. wink Just go to my render thread, link in sig, and at the top of post one page one are some links. smile

Yes I will be trying to explain things in laymans terms, I am still learning as I do this so hopefully you should be able to follow it to a good conclusion.

No I won’t be using a sphere but a figure, probably M or V4 as this machine I have is playing me up with using DS 4.5. As soon as I add anyy lights, like Sickle’s above, it crashes and now even with one duistant light only it crashes. I have rendered a largish scene in DS3A lately so that shouldn’t cause any trouble. So I will have to switch to DS3A. However I will provide DS4.5 screenshots for the surfaces pane so everyone with DS4.5 will be able to see what they have clearly.

I was just coming to post that this will take longer than I hoped due to using DS3A. But I am still intent on doing it. I have started to do the write up. smile

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Posted: 10 March 2013 06:07 PM   [ Ignore ]   [ # 47 ]
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Szark - 10 March 2013 05:37 PM

Thanks for that, yes some words of wisdom there.

You obviously haven’t read some of my other help I have posted here. wink Just go to my render thread, link in sig, and at the top of post one page one are some links. smile

I haven’t indeed. I don’t frequent the forums and the search here gives too many inconsequential results to be usable (I guess we were spoiled by the web search engines).

I’m a tinkerer mostly. I try to discover things myself, because it helps establish a cause and effect chain in my mind - better learning this way. But, as was evident from my post, not everything in DS was easy to discover.

Liked very much your intro to learning CG. Especially realism/non-realism part. I don’t care for realism personally. What I do care is that I get what I know is possible using the software (comes from coding, I guess).

Take your time with the tutorial. I’ll be there. smile

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Posted: 11 March 2013 07:04 AM   [ Ignore ]   [ # 48 ]
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Ok before my computer started to play up with DS4,5 I managed to get a test out shown below. I was trying to get a good render that need very little postwork and the way I set lights up didn’t help as I tend to add one, test then add another. So it would render out with a couple of lights but as soon as I started to add more, crash. Hell I can’t even use UE2 now in DS4.5. Well this is a borrow machine and it is aging so I can’t expect much.

Then I did a little postwork, adjusted the levels a bit and softened the dark shadow below the chin.

I am so glad doing a mayor render isn’t part of the tut. I just wnated to make sure I had enough understanding about this to help others.

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Posted: 14 March 2013 07:29 AM   [ Ignore ]   [ # 49 ]
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Ok now back in DS3A using Uber Surface (the original that comes with Daz Studio) and you thought I had left you all in Uber Surface limbo. The truth is that for the last few days I have done nothing but test things.

This is using Morris’s Chase Skin Texture set.
DT’s Interjection for the SSS Maps only. No disrespect to DT I find the settings don’t work well for me and plus I don’t like using Ambient on any part of the skin. Maybe a little on the eyes could help but I prefer to do it all with lighting. But hey this whole business is all about cheating so you do what you want. There are so many ways to skin a cat when it comes to this. (I will eventually show what SSS maps can do for us but for now I am trying to get is a better and more complete understanding of Uber Surface)
I am also using Zev)0’s Vascularity product purchased from Renderosity.

I am showing these for more my beneifit really and I want to show that I have a small understadning of how it all works and to show what can be possible.

Image one form 3 days ago, image two 2 days ago and image three yesterday.

The differences between them all is Diffuse Colour and Specular adjustments. Image 3 used both Specualer channels too.

What I did was to set up all the Uber Surface channels first making the spec colour white, red in the SSS colour, load in all the SSS maps, viens etc and then started to tweak the diffuse colour. I found that the adjustments needed had to be very subtle and colours very saturated. I still think image 3 is a bit strong when it comes to the skin colour or it could be me. smile

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Posted: 14 March 2013 08:00 AM   [ Ignore ]   [ # 50 ]
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Nice Work:)..DT did release an update/modifier pack for interjection where you can remove the ambient on the skin etc..

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Posted: 14 March 2013 08:04 AM   [ Ignore ]   [ # 51 ]
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Thank Zev0 yes but why pay for it when I can so easily do it manually. wink Yeah I understand the some folks like to load and render but I bought Interjection just for the SSS maps only. IMHO I think these SSS map are the best I have seen even better than the ones that come with Skin Vue. Yeah I took a gamble with buying it but for once my hunch was right.

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Posted: 14 March 2013 08:07 AM   [ Ignore ]   [ # 52 ]
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True..At first I bought all these packs because I didnt know what the hell I was doing. But now I do all my own settings. But if not for them, I’d still be a lot more clueless than what I am now LOL. I have learned a lot from them:)

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Posted: 14 March 2013 08:25 AM   [ Ignore ]   [ # 53 ]
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I was lucky enough to have a little understand prior and DT certainly does things a lot different than how I set up the channels. But like I said earlier there are so many ways to achieve the same or similar results who am I to say DT is wrong and that I am right, we just have different approaches. But yes reverse engineering, great way to learn. smile

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Posted: 20 March 2013 08:24 AM   [ Ignore ]   [ # 54 ]
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Aside from the vascularity being a bit strong, I’m liking the results you’re getting. I think 2 is the best, followed by 3 and then 1. I’m looking forward to more updates on this one. Gonna subscribe to this thread for sure.

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Posted: 20 March 2013 08:29 AM   [ Ignore ]   [ # 55 ]
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Cheers yeah I am not trying to make it all real just realistic and I was testing the product for the first time. But yes if you are wanting realism then yes reducing things like that will help. smile Thanks for the feedback it is much appreciated Iface8. I haven’t done much for a few days, needed a break.

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Posted: 25 April 2013 07:25 AM   [ Ignore ]   [ # 56 ]
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Due to me not being able to use DS4.5 this will now have to wait until I get a new computer. I need to do a lot of testing and a number of reference renders that I am finding extremely hard to do with the machine I am borrowing at present using DS3A. The way things stand I won’t get a new workstation until around December. In the mean time I am writing (typing) and lot of info so I will be ready to finish it off when the new machine arrives.

Sorry about this but it cannot be helped unless I win the lottery in the mean time. smile

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Posted: 25 April 2013 10:53 AM   [ Ignore ]   [ # 57 ]
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I’m sorry to hear this Szark, I was looking forward to this. I hope things come together for you. Warm wishes.

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Posted: 25 April 2013 10:58 AM   [ Ignore ]   [ # 58 ]
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Yeah I was too. I have a handle on a lot of things when it comes to this but what I don’t know needs testing and that requires a better machine.

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Posted: 16 May 2013 04:20 AM   [ Ignore ]   [ # 59 ]
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Well as time passes more info on this subject is revealled. There may not be a need for a tutorail anymore with this http://docs.daz3d.com/lib/exe/fetch.php/public/read_me/index/16324/16324_subsurface-shader-base.pdf which is for the new Ago of Armour SSS shader http://www.daz3d.com/new-releases/subsurface-shader-base

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Posted: 16 May 2013 02:18 PM   [ Ignore ]   [ # 60 ]
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its a great shader and the document is a big help but for those of us that are more hands on learners and have never used SSS shaders even a basic tutorial is always helpful.

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