I don’t intend installing DS4.5 until everything is working OK. I will stick with DS4 Pro.
What I would like to know is, will new Genesis stuff still work in DS4? I don’t want to buy Stephanie 5 or any new clothing items for Genesis, only to find they will not work in DS4.
I don’t intend installing DS4.5 until everything is working OK. I will stick with DS4 Pro.
What I would like to know is, will new Genesis stuff still work in DS4? I don’t want to buy Stephanie 5 or any new clothing items for Genesis, only to find they will not work in DS4.
DS4 Pro supports the .dsf file format for the morph and clothing data files in the datta directory - but doesn’t support the .duf format user-facing files that you would see and click on in the content library.
That should mean that for new Genesis morphs, the morphs would appear in the property pane of a loaded base Genesis and would work if dialled from there; but any files supposed to be in the content library for you to click on to load a Genesis with the morph applied wouldn’t work (or even show up, I would suppose). And you wouldn’t see or be able to use the files in the content library to load Genesis clothing, hair etc that’s supplied with DS4.5 .duf files in the content library.
At least some of the (recent) products in the store do list the filetypes used in the product description, usually in brackets by the clothing item name, like (hr2, .dsf) for a hair that’s supplied in both Poser and DS4 native format, or (.duf) for a Genesis DS 4.5 item. Basically, if there’s a .duf file listed, it won’t work in DS4 (although if there’s also a Poser filetype, that version should appear and load in DS4).
If you want to make sure you have the most current version.
The Head Morphs just got updated to 1.5.
The Body Morphs are at 1.4, but they had two different version of 1.4 Body Morphs. The older ones have a different size in the PC version. The current 1.4 Body Morphs installers are this size.PC 7.26 MB / Mac 16.0 MB,
Flamewing - 22 August 2012 12:40 PM
In my upgrade to DS4.5, my Genesis Evolutionary Morphs for the head & body vanished; is there an update to them or can I just reinstall?
Hello, I reset my downloads as per instructed but when I try to download the Daz Studio 4 file, the file name still reads: 4.0.3.47
I am currently running the 4.5 beta release, and it works well, but according to this post it seems the ACTUAL release of 4.5 is now available. If that’s true, why am I still seeing the 4.0 version in my available downloads?
I’m sorry if I missed something obvious, I tend to confuse easily.
I’m afraid I don’t agree with that at all. With the LIE you have to create displacement maps to lift e.g. body hair over the surface, and even then the hair is in effect ‘stuck’ to the surface; with the geometry shell (or a second Genesis used as a ‘suit’ via the push modifier) you don’t need to make a displacement map and e.g. hairs can be above the surface shadowing beneath according to the light angle. With the LIE you may have overlayed the diffuse map over the top of a base, but the whole surface has the same surface shader type, specularity settings etc; with the shell, you can apply a completely different shader, never mind just material settings, to the surfaces on the shell. With the LIE you can’t use the UberArea Light on the surface and still have a normally colored and shadered surface while having an even colored glow emanating from a figure or prop. With the LIE you can’t produce a forcefield surface around a figure or prop. And with the LIE you can’t have something like clothes colliding with an overlaying displaced outward component rather than the ‘zero’ displacement of the surface.
It’s possible the geometry shell doesn’t have any particular use for anything you want to render at the moment; but it certainly has many possible uses for other things others may want to do.
My fault for not clarifying, I was referring more to the advertised use of blending textures between geografted areas, which you can see written in the opening post of this topic. It’s currently impossible to use the geometry shell to blend the textures of geografted segments, the result being no different to if you use LIE. To put it simply, it can’t be used for its advertised purpose (and if it can, Daz really should explain how).
Yes, the geometry shell has various other uses, as long as you have compatible textures/masks for each possible UV map (Basic Male, Basic Female, V4, V5, M4, M5, Anubis, Hitomi, not to mention the ones that’ll be added in future products like the recently announced Stephanie 5). Depending on the effect you want to achieve (such as body hair, hideous growths, cuts and bruises, second skin clothing, glowing body parts, etc) you will need to be very selective about which UV map you use. Keep in mind that your method of manually copying a pose to a second Genesis wouldn’t work too well for animation, something which i’m hoping to get into more in the future. Fortunately we do now have some 3D body hair for Genesis to choose from. Although obviously more memory intensive than a texture, they can at the least be used with any character without worry.
My fault for not clarifying, I was referring more to the advertised use of blending textures between geografted areas, which you can see written in the opening post of this topic. It’s currently impossible to use the geometry shell to blend the textures of geografted segments, the result being no different to if you use LIE. To put it simply, it can’t be used for its advertised purpose (and if it can, Daz really should explain how).
As I said in my first post in this thread about it, I have no idea where that geografting bit suddenly came from. I only visit the forums intermittently now, but when the geometry shell (and push modifier) first appeared in the RCs some months ago, there was some discussion about it in the forums, including some posts from a DAZ staffer or two, IIRC, and absolutely nothing was said about it having anything to do with geografting. It was all about the kind of uses I was mentioning in the earlier posts here. If MPEII hadn’t been taken down by hackers, there’s a thread there I started too several months ago about its use for e.g. using Jepe’s M4 Hairy etc textures (including using the push modifier on a second Genesis to use his M4 Hairy maps with an M5 Genesis) which Jepe himself replied to. AFAIR, the only mention of geografting in all the posts about the geometry shell back then was me checking that the shell did include the genetalia if created on a Genesis that had the genetalia geografted on. I certainly had no impression at all that the geometry shell function was created specifically for anything to do with geografting, and was very surprised to read that bit in the announcement post at the start of this thread.
Yes, the geometry shell has various other uses, as long as you have compatible textures/masks for each possible UV map (Basic Male, Basic Female, V4, V5, M4, M5, Anubis, Hitomi, not to mention the ones that’ll be added in future products like the recently announced Stephanie 5). Depending on the effect you want to achieve (such as body hair, hideous growths, cuts and bruises, second skin clothing, glowing body parts, etc) you will need to be very selective about which UV map you use.
Just for the sake of any newbies reading this, I’d just like to emphasise that the geometry shell (and push modifier) function isn’t only a Genesis thing. You can create a geometry shell on any figure or prop. In my viewport at the moment I’m just contemplating a figure starship and a prop starship (both loaded from Poser files) with geometry shells around them. You can create them on vehicles, Gen 4 figures, gen 3 figures, swords ... whatever.
Keep in mind that your method of manually copying a pose to a second Genesis wouldn’t work too well for animation, something which i’m hoping to get into more in the future. Fortunately we do now have some 3D body hair for Genesis to choose from. Although obviously more memory intensive than a texture, they can at the least be used with any character without worry.
I haven’t really got into animations. But if you create an animation for, say, an M5 figure, then load another Genesis, apply a push modifier and M4 UVs and an M4 Hairy map and then copy figure on the M5 character and paste shape to the M4 Hairy genesis, surely if you then copy exactly the same animation from the M5 character Genesis to the M4 Hairy Genesis, the M4 Hairy Genesis will just move along with the M5 character Genesis and stay surrounding it with hair when you run the whole animation, won’t it?
Ok, I’ll bite - geometry shell ... this’d be, what, the Edit> Apply Push Modifier context menu option? If not, where would I find it?
Nope.
Create>New Geometry Shell
Or just push the ‘Create a new geometry shell in the scene’ tool button in the tools part of the toolbar. Just make sure you have the figure or prop selected you want a geometry shell for.