I look forward to the videos as I admit I am confused as to what setting to use for what result.
So, as I understand it, we should have maps in these channels and any others should be removed:
•Diffuse
-Translucency Color use Diffuse map if no SSS
•Glossy layered weight
-Refraction weight use Specular map
**Refraction Color (Daz Studio auto-generated map)
•Basic Bump
•Normal Map
*Metallic Flakes use Specular map (Daz Studio auto-generated map)
**Top Coat Weight (Daz Studio auto-generated map)
-Top Coat Bump use Bump map
-Displacement Strength use Bump Map
The bulleted (•) are channels that should have maps.
Plus:
The hyphenated (-) are channels with map recommendations for N.G.S.
The asterisked (*) is one shown with an auto-generated map, but later shows a recommendation to add a map.
The double-asterisked (**) are maps that don't show or have a recommendation for a map and only show auto-generated maps. The double-asterisked are the ones I don't understand at all.
The results look lovely in the renders I have seen. The additional information will be welcome.
Thank you.
You think we are supposed to go through and add maps to channels that don't have them? I was afraid of that. Sigh -- love the results, but that sounds like a time drain, if it's done for each...shudder...channel.
No disrespect, D-Z. Hope we don't have to do that though.
I think the idea is that you add any missing maps to get the exact results D-Z shows but I guess if the results are what you like without doing map changes then thats all that matters,
On the tests I have done most G3 skins seem to have everything there so its not a lot of extra work to maybe add bump map to top coat/displacement as thats the ones that don't always end up in the correct place for me.
I think the idea is that you add any missing maps to get the exact results D-Z shows but I guess if the results are what you like without doing map changes then thats all that matters,
On the tests I have done most G3 skins seem to have everything there so its not a lot of extra work to maybe add bump map to top coat/displacement as thats the ones that don't always end up in the correct place for me.
Thank you very much. Thanks for the info about the maps, too.
I think the idea is that you add any missing maps to get the exact results D-Z shows but I guess if the results are what you like without doing map changes then thats all that matters,
On the tests I have done most G3 skins seem to have everything there so its not a lot of extra work to maybe add bump map to top coat/displacement as thats the ones that don't always end up in the correct place for me.
The only "missing map" is top coat replaced by autogenerated. With specular map on it you don't get the exact result with me. All other maps are default and on your choice.
Dimension-Z
DZ, you keep saying autogenerated, but I still don't understand what that means.
Jan, if you use the legacy maps, they will select all the surfaces in the map, so for G3, the first one if the face/head, the second is torso, the third is legs, the fourth is arms. Head will select lips and everything else on the head map. Same for the other maps. Then you just add or change globally for all the parts on that map.
DZ, you keep saying autogenerated, but I still don't understand what that means.
Jan, if you use the legacy maps, they will select all the surfaces in the map, so for G3, the first one if the face/head, the second is torso, the third is legs, the fourth is arms. Head will select lips and everything else on the head map. Same for the other maps. Then you just add or change globally for all the part on that map.
I believe the shader generates maps for the areas marked autogenerated - In your image drop down if you go to change images you can see there are images called d2.png etc they are created in Daz Temp folder which for me is
DZ, you keep saying autogenerated, but I still don't understand what that means.
Jan, if you use the legacy maps, they will select all the surfaces in the map, so for G3, the first one if the face/head, the second is torso, the third is legs, the fourth is arms. Head will select lips and everything else on the head map. Same for the other maps. Then you just add or change globally for all the parts on that map.
Thanks very much. I appreciate the how-to, Chris.
D-Z, I tried to quote your post about the topcoat/spec map, but it won't quote right.
If I could ask, which maps do you usually replace, to get the results you got in the promo ad?
Well, here's me playing with Velvet/Gloss and a light probe bkg.
DZ, you keep saying autogenerated, but I still don't understand what that means.
Jan, if you use the legacy maps, they will select all the surfaces in the map, so for G3, the first one if the face/head, the second is torso, the third is legs, the fourth is arms. Head will select lips and everything else on the head map. Same for the other maps. Then you just add or change globally for all the part on that map.
I believe the shader generates maps for the areas marked autogenerated - In your image drop down if you go to change images you can see there are images called d2.png etc they are created in Daz Temp folder which for me is
\AppData\Roaming\DAZ 3D\Studio4\temp
Ah, ty, Tottalou, that begins to make sense now. So we don't have to have added any map.
YW, Jan.
Till DimensionZ is able to get some videos done, has anyone been working with the presets and had luck with which ones they've used alone or in combination? I would really like more info on how the presets work and what they do as well as recommended combinations or "don't do" stuff.
DZ, you keep saying autogenerated, but I still don't understand what that means.
Jan, if you use the legacy maps, they will select all the surfaces in the map, so for G3, the first one if the face/head, the second is torso, the third is legs, the fourth is arms. Head will select lips and everything else on the head map. Same for the other maps. Then you just add or change globally for all the part on that map.
I believe the shader generates maps for the areas marked autogenerated - In your image drop down if you go to change images you can see there are images called d2.png etc they are created in Daz Temp folder which for me is
\AppData\Roaming\DAZ 3D\Studio4\temp
Ah, ty, Tottalou, that begins to make sense now. So we don't have to have added any map.
YW, Jan.
Till DimensionZ is able to get some videos done, has anyone been working with the presets and had luck with which ones they've used alone or in combination? I would really like more info on how the presets work and what they do as well as recommended combinations or "don't do" stuff.
Don't know what to tell you on that...I've just been experimenting. :-)
OK, here's what I'm beginning to think, for what it's worth:
1) Render results with AG shader preset will be dependent on the original maps used for the character; natural-lookin maps will yield natural looking skin, etc.
2) Maybe no maps need replacing. Could be the lazy talking, but I started to plug the diffuse map into the Translucency channel, as directed by pdf, and said diffuse map was already there.
3) To use AG shader preset, apply the various preset skin textures then experiment like Edison to get skin right for different lights.
Nothing like pre-dawn experimentation to yield clear, but maybe incorrect insight.
@Jan19 - I agree experimentation is the only way, I am trying it on all the Daz main characters as I get the time
Here is Aiko 7 & Mei Lin 7 - I doubt its supposed to be used on Aiko skin but I decided to go for it anyway :)
Mei Lin is absolutely great! I have done many tests with her. Aiko wasn't released when I was done with my N.G.S. Maybe she needs some experimenting with top coat.But I'm sure it will work too.
I'm using Mei Lin's skin, Rune's HD, Thalia hair with UHT2, muscular morphs, Face 06 of my Metamorphosis set and Khory's Scintallent lights.
I know I used the Skin 2 preset, but I don't remember the other presets I used. Pretty sure curves was high, and I used medium on many of the others. I'm pleased with how it came out. I did a bit of touch up on the hair and bent leg.
I'm using Mei Lin's skin, Rune's HD, Thalia hair with UHT2, muscular morphs, Face 06 of my Metamorphosis set and Khory's Scintallent lights.
I know I used the Skin 2 preset, but I don't remember the other presets I used. Pretty sure curves was high, and I used medium on many of the others. I'm pleased with how it came out. I did a bit of touch up on the hair and bent leg.
Great work Chris. I hope you liked it! Dimension-Z
I'm using Mei Lin's skin, Rune's HD, Thalia hair with UHT2, muscular morphs, Face 06 of my Metamorphosis set and Khory's Scintallent lights.
I know I used the Skin 2 preset, but I don't remember the other presets I used. Pretty sure curves was high, and I used medium on many of the others. I'm pleased with how it came out. I did a bit of touch up on the hair and bent leg.
Great guns, is there a professional in the house or what?
I know this is a fairly new product so I have my fingers crossed in the hopes that someone can help
I purchased this product and opened Daz and the PDF file. I selected my character and went down the list of settings line by line and made sure my surface settings were like in the .pdf. I did notice though that what the .pdf said and what my settings said were different sometimes. For instance, I think one setting read Glossiness in the .pdf but in my menu it said "Glossy Reflectivity" (i believe) so there were subtle variations. Also, in a few areas it said "use Bump maps for better results." I'm not sure what a bump map is really. So I clicked the box, browsed and selected my characters skin map for the torso. When I had everything set as close as I could to what the PDF said, i didn't know what to do next. I was able to loacte some Anagenessis files in my Materials folder but when I clicked them, the load window would pop up and then disappear. The same way it does if you were to apply a hair shade to hair that you haven't loaded or selected in the scene. If anyone can offer any advice I'd appreciate it. This looks like an amazing tool but I'm sort of stuck.
To use the shader - I just load the model then apply one of the presets eg NGS00 Custom Skin A - For me it applies in the usual way - (Select G3 & click the preset)
Then I look at the surfaces and they are the same as shown in the PDF and most if not all the maps are applied to the correct boxes already
If you want to add a bump map to improve results then rather than add the characters skin map choose the bump version which is there for all the purchased G3 Models I have tried - Most bump maps seem to be labeled TorsoB etc or similar but in anycase its the same map as you can see under base bump.
After having tried it out with other characters using the recipe and getting mixed results not because of the product but because the characters were non-standard (G2F skin applied to G3F) or there were light issues (an Albino character who turned out looking normal with healthy pink skin, don't ask ) I did a comparison with a previous render applying it straight without any previous adjustments.
I'd say there's a difference and can't wait for the video
To use the shader - I just load the model then apply one of the presets eg NGS00 Custom Skin A - For me it applies in the usual way - (Select G3 & click the preset)
Then I look at the surfaces and they are the same as shown in the PDF and most if not all the maps are applied to the correct boxes already
If you want to add a bump map to improve results then rather than add the characters skin map choose the bump version which is there for all the purchased G3 Models I have tried - Most bump maps seem to be labeled TorsoB etc or similar but in anycase its the same map as you can see under base bump.
Let us know how you get on
A Big thank you Tottallou! Your helping hand is much appreciated! I'm on vacations right now and it's not easy for me to give answers or make the videos I promised on my Deviantart page audioslave74 (aka dimension-z).
The things are like this:
1. Chech if we have SSS map. If for some reason there isn't, just load Diffuse (Color map)
2. Load a NGS preset for your taste.
3. Set up glossiness in Metallicity & Curve folders to your taste.
4. Setup Flakes to your taste.
5. Setup Curves to your taste.
6. If you don't have closeup renders just turn off Refraction. It increases rendering times. Except if you have very fast machine & you like the result.
7. After all these setups you're ready to go!
8. You can add Specular& Bump maps (e.g.Torso_S, Torso_B.jpg) on autogenerated maps (grey color maps) as shown in the pdf guide for more details:
a. Metallicity Weight - Specular
b. Top Coat Weight - Specular but it gives me better results with NGS default. Just give it a try!
c. Top Coat Bump - Bump
d. Displacement - Bump (I have done tests & it gives very good extra details like cellulite) with the default settings by NGS. Dont't make it very strong, it needs to be carefull with this setting
e. Refraction Weight it's not so important adding a map.
Notes:
If you add Speculars in Metallicity & Top Coat you must increase or decrease values because of the grey toning differences.
Every time you load a NGS preset you have to reload maps in specific places.
Comments
You think we are supposed to go through and add maps to channels that don't have them? I was afraid of that. Sigh -- love the results, but that sounds like a time drain, if it's done for each...shudder...channel.
No disrespect, D-Z. Hope we don't have to do that though.
I think the idea is that you add any missing maps to get the exact results D-Z shows but I guess if the results are what you like without doing map changes then thats all that matters,
@Jan19 - your images look good to me :)
On the tests I have done most G3 skins seem to have everything there so its not a lot of extra work to maybe add bump map to top coat/displacement as thats the ones that don't always end up in the correct place for me.
Thank you very much. Thanks for the info about the maps, too.
DZ, you keep saying autogenerated, but I still don't understand what that means.
Jan, if you use the legacy maps, they will select all the surfaces in the map, so for G3, the first one if the face/head, the second is torso, the third is legs, the fourth is arms. Head will select lips and everything else on the head map. Same for the other maps. Then you just add or change globally for all the parts on that map.
I believe the shader generates maps for the areas marked autogenerated - In your image drop down if you go to change images you can see there are images called d2.png etc they are created in Daz Temp folder which for me is
\AppData\Roaming\DAZ 3D\Studio4\temp
Thanks very much. I appreciate the how-to, Chris.
D-Z, I tried to quote your post about the topcoat/spec map, but it won't quote right.
If I could ask, which maps do you usually replace, to get the results you got in the promo ad?
Well, here's me playing with Velvet/Gloss and a light probe bkg.
Ah, ty, Tottalou, that begins to make sense now. So we don't have to have added any map.
YW, Jan.
Till DimensionZ is able to get some videos done, has anyone been working with the presets and had luck with which ones they've used alone or in combination? I would really like more info on how the presets work and what they do as well as recommended combinations or "don't do" stuff.
Don't know what to tell you on that...I've just been experimenting. :-)
I do like the metallic flakes though.
Hi, anybody knows which character they used for the body of the promo image?
http://www.daz3d.com/media/catalog/product/cache/1/image/9df78eab33525d08d6e5fb8d27136e95/0/0/00-main-ngs-anagenessis-for-genesis-3-daz3d.jpg
Thanks, tho the body doesnt seem to be that one.
OK, here's what I'm beginning to think, for what it's worth:
1) Render results with AG shader preset will be dependent on the original maps used for the character; natural-lookin maps will yield natural looking skin, etc.
2) Maybe no maps need replacing. Could be the lazy talking, but I started to plug the diffuse map into the Translucency channel, as directed by pdf, and said diffuse map was already there.
3) To use AG shader preset, apply the various preset skin textures then experiment like Edison to get skin right for different lights.
Nothing like pre-dawn experimentation to yield clear, but maybe incorrect insight.
@Jan19 - I agree experimentation is the only way, I am trying it on all the Daz main characters as I get the time
Here is Aiko 7 & Mei Lin 7 - I doubt its supposed to be used on Aiko skin but I decided to go for it anyway :)
Mei Lin looks great. :-) And Aiko isn't bad, either. Thanks for the backup on experimentation.
First render using N.G.S.
I'm using Mei Lin's skin, Rune's HD, Thalia hair with UHT2, muscular morphs, Face 06 of my Metamorphosis set and Khory's Scintallent lights.
I know I used the Skin 2 preset, but I don't remember the other presets I used. Pretty sure curves was high, and I used medium on many of the others. I'm pleased with how it came out. I did a bit of touch up on the hair and bent leg.
Great work Chris. I hope you liked it! Dimension-Z
I very much do. It allowed me to get just the look I needed for my promos. :) Thank you.
Very nice render Cris - I enjoy seeing what everyone else is doing with this
Thank you, Tottalou. I've put and linked it to my gallery now. The pose is from an updoming pose set.
Great guns, is there a professional in the house or what?
That render is absolutely mind-blowing.
This product seems to have much potential.
Can't wait for the video.
I know this is a fairly new product so I have my fingers crossed in the hopes that someone can help
I purchased this product and opened Daz and the PDF file. I selected my character and went down the list of settings line by line and made sure my surface settings were like in the .pdf. I did notice though that what the .pdf said and what my settings said were different sometimes. For instance, I think one setting read Glossiness in the .pdf but in my menu it said "Glossy Reflectivity" (i believe) so there were subtle variations. Also, in a few areas it said "use Bump maps for better results." I'm not sure what a bump map is really. So I clicked the box, browsed and selected my characters skin map for the torso. When I had everything set as close as I could to what the PDF said, i didn't know what to do next. I was able to loacte some Anagenessis files in my Materials folder but when I clicked them, the load window would pop up and then disappear. The same way it does if you were to apply a hair shade to hair that you haven't loaded or selected in the scene. If anyone can offer any advice I'd appreciate it. This looks like an amazing tool but I'm sort of stuck.
Thanks for the help!
To use the shader - I just load the model then apply one of the presets eg NGS00 Custom Skin A - For me it applies in the usual way - (Select G3 & click the preset)
Then I look at the surfaces and they are the same as shown in the PDF and most if not all the maps are applied to the correct boxes already
If you want to add a bump map to improve results then rather than add the characters skin map choose the bump version which is there for all the purchased G3 Models I have tried - Most bump maps seem to be labeled TorsoB etc or similar but in anycase its the same map as you can see under base bump.
Let us know how you get on
After having tried it out with other characters using the recipe and getting mixed results not because of the product but because the characters were non-standard (G2F skin applied to G3F) or there were light issues (an Albino character who turned out looking normal with healthy pink skin, don't ask ) I did a comparison with a previous render applying it straight without any previous adjustments.
I'd say there's a difference and can't wait for the video