Isn't that what the two plugins we have, like Look At My Hair, are for? They are used for fur as well.
They do an amazing job with the resources they have. Their products are great options for users with a limited budget.
Basically the idea seems to be to provide affordable plugin solutions that then can be used by other DAZ3D affiliated artists to create hair for other licensed 3d content sold at the DAZ3D store.
- - -
Still, I hope that DAZ3D is open for more cooperation with other companies that provide advanced hair solutions like Ornatrix that can be used in workflows across many different software packages.
It would be great if DAZ Studio would get some much required API updates so bigger companies that produce plugins for professional software can also start releasing versions of their plugins for DAZ Studio.
At the moment unfortunately whenever I ask 3rd parties for DAZ Studio support the answers are:
"We cannot add this feature because the DAZ Studio API does not support it"
"Implementing this in the DAZ Studio plugin would take to much time with the current API"
"We currently do not have any plans to support DAZ Studio."
It can also be difficult to start a dialog with Daz given that they can often be incredibly uncommunicative.
Like, I've submitted several products to them. It's been almost a year, never heard anything.
Was it bad? Did they even receive the email? Who knows!
If I were more prosperous and doing my own thing, and making good money at it, I imagine a third party would probably be like 'you know, if Daz wants our help, they can come ask us.'
Both have been around for a time, but I think Ornatrix was prior to nVidia. I looked at it back when I was researching Shave and a Haircut which is up around version 10 now. I think Ornatrix first started showing up 12 years ago.
It can also be difficult to start a dialog with Daz given that they can often be incredibly uncommunicative.
Like, I've submitted several products to them. It's been almost a year, never heard anything.
Was it bad? Did they even receive the email? Who knows!
If I were more prosperous and doing my own thing, and making good money at it, I imagine a third party would probably be like 'you know, if Daz wants our help, they can come ask us.'
If you do not hear back, email them and ask. Having dealt with them as a PA for more the 4 years full time I can tell you they are communicative but sometimes you, the potential PA, must be willing to ask for feedback. I have recieved good feed back when I asked why something was rejected, products and artwork both.
On topic, not all software is compatible. There is no one solution to all needs in 3D. Hence why so many software packages excist. And there is more then one way to model a cat!
It can also be difficult to start a dialog with Daz given that they can often be incredibly uncommunicative.
Like, I've submitted several products to them. It's been almost a year, never heard anything.
Was it bad? Did they even receive the email? Who knows!
If I were more prosperous and doing my own thing, and making good money at it, I imagine a third party would probably be like 'you know, if Daz wants our help, they can come ask us.'
Seems like they would have a check list of requirements for a product to fulfill for the different types of products and simply go through and compare an offered product with their checklist. And I suppose one of those checks would be whether they thought there was even a market for the product in the DAZ 3D Store so that could be construed to be mostly subjective opinion but that's how most product buyers operate ultimately. It does seem it would be a courtesy that you get back such a response but I have no ideal how busy they are fielding offers for products to put up for sale, surely not as much as Amazon Digital, Googleplay, Apple, or Microsoft but maybe somewhat busy.
It can also be difficult to start a dialog with Daz given that they can often be incredibly uncommunicative.
Like, I've submitted several products to them. It's been almost a year, never heard anything.
Was it bad? Did they even receive the email? Who knows!
If I were more prosperous and doing my own thing, and making good money at it, I imagine a third party would probably be like 'you know, if Daz wants our help, they can come ask us.'
This suprises me. I am party of the approval committee that reviews all submissions each morning. When a product is submitted to PASS, it has its state set to "Submitted". Each morning we review all Submitted and change them either to "Declined" or to "Ready for Testing". So, if a product stayed in Submitted for more than a few days it would be very evident, as we would review again every day :)
I have no idea. I submitted WTZ shaders for preliminary review on June 1st. I heard nothing, so revamped it and released it as a freebie thing on Sharecg in September (link in my sig).
I just got an email for more information today. Um. Yeah. That ship sailed.
Of course, joke's on me, the free thing did so poorly I've pretty much given up on doing shaders. Every part of the experience has been unrewarding.
(Except Stonemason, who tapped me to help with some shader work, which was nice)
I have no idea. I submitted WTZ shaders for preliminary review on June 1st. I heard nothing, so revamped it and released it as a freebie thing on Sharecg in September (link in my sig).
I just got an email for more information today. Um. Yeah. That ship sailed.
Of course, joke's on me, the free thing did so poorly I've pretty much given up on doing shaders. Every part of the experience has been unrewarding.
(Except Stonemason, who tapped me to help with some shader work, which was nice)
Hey, don't give up.I need to make some changes to something I submitted, but I'm not going to give up on it because I had to give someone here a nudge. :)
Actually I have your shaders and donated something like an old PC+ price. For somethings they are good and my primary interest is in procedural skin shaders but based on what a pretty good programmer told me and my own search engine searches, procedural skin shaders algorithms are extremely difficult and none have taken hold because none have been very good yet. So that sort of dashed my motives even before doing much with them at all and though I'll eventually play around with the skin shaders, I guess I will be buying the Genesis 3 Skin Builder product.
If you want your shader product to do good then you should create document on how to use and adjust each shader preset that is in the product. As it's procedural shaders people just don't want to click apply and run some very slow render process to find - oh, I need to go through these and adjust these parameters to go the effect I was expecting.
Prime example, I own both the iRay Snow, Ice & Ash product & the DR Let It Snow products and both have a preset I can use to turn a ground mesh into a snow covered ground mesh but I though you product could do just as well and so I applied your procedural shader 'WTP/Water & Ice/Snow Cover' and it actually looks like it might look quite nice once rendered but I'm not sure - it changes the ground cover to alternating bands of transparency and snow cover and what it will actually look like rendered, even approximately I cannot guess. There is no example scene rendered using the preset and not instructions that tell me which parameters are relevant to adjusting the snow cover to the proper scale for my ground mesh or to possibly create different normal patterns in the snow cover.
So bottom line, with these procedural texture products a regular customer is going to avoid them if there isn't a good rendered example in the documentation and the documentation doesn't explain which parameters to make, eg, alter marble striations in various ways, or to cut & polish, or make it unmined stone in the field or whatever. Yes, you can create presets to get people most of the way with the most common textures but they still need good rendered examples and documentation for fine tuning.
They like to have an approximate visual ideal of what their render will look like before render and procedural textures don't give that for the most part.
It could probably use more examples and pictures and so on, but, well, lack of audience has sapped my efforts.
And yeah, procedural skin is useful for a certain range of things, but there are a lot of purposes it will not meet (at least without SIGNIFICANTLY more complicated algorithms). The big problem is summed up by 'skin around the eyes aren't the same as the skin around your cheeks'
It could probably use more examples and pictures and so on, but, well, lack of audience has sapped my efforts.
And yeah, procedural skin is useful for a certain range of things, but there are a lot of purposes it will not meet (at least without SIGNIFICANTLY more complicated algorithms). The big problem is summed up by 'skin around the eyes aren't the same as the skin around your cheeks'
When I was going to mess with that WTP I was going to manually select polygons and add many, many, many more DAZ style 'Surfaces' and then I could have individual finger prints, bags under the eyes (because what criminal gets a good night's sleep?), and all sorts of things. Thanks for the documentation link. I still think it's a excellent start for people that are interested in that sort of thing but needs more for an end consumer type person that just wants to render or make a game.
Comments
Not at the moment. Someone might be working on something similar tho....
Laurie
Isn't that what the two plugins we have, like Look At My Hair, are for? They are used for fur as well.
Update / Edit: Rephrased some sentences.
They do an amazing job with the resources they have. Their products are great options for users with a limited budget.
Basically the idea seems to be to provide affordable plugin solutions that then can be used by other DAZ3D affiliated artists to create hair for other licensed 3d content sold at the DAZ3D store.
- - -
Still, I hope that DAZ3D is open for more cooperation with other companies that provide advanced hair solutions like Ornatrix that can be used in workflows across many different software packages.
It would be great if DAZ Studio would get some much required API updates so bigger companies that produce plugins for professional software can also start releasing versions of their plugins for DAZ Studio.
At the moment unfortunately whenever I ask 3rd parties for DAZ Studio support the answers are:
It can also be difficult to start a dialog with Daz given that they can often be incredibly uncommunicative.
Like, I've submitted several products to them. It's been almost a year, never heard anything.
Was it bad? Did they even receive the email? Who knows!
If I were more prosperous and doing my own thing, and making good money at it, I imagine a third party would probably be like 'you know, if Daz wants our help, they can come ask us.'
Looks like someone has looked at the nVidia HairWorkX freebie & modded it.
Both have been around for a time, but I think Ornatrix was prior to nVidia. I looked at it back when I was researching Shave and a Haircut which is up around version 10 now. I think Ornatrix first started showing up 12 years ago.
If you do not hear back, email them and ask. Having dealt with them as a PA for more the 4 years full time I can tell you they are communicative but sometimes you, the potential PA, must be willing to ask for feedback. I have recieved good feed back when I asked why something was rejected, products and artwork both.
On topic, not all software is compatible. There is no one solution to all needs in 3D. Hence why so many software packages excist. And there is more then one way to model a cat!
Seems like they would have a check list of requirements for a product to fulfill for the different types of products and simply go through and compare an offered product with their checklist. And I suppose one of those checks would be whether they thought there was even a market for the product in the DAZ 3D Store so that could be construed to be mostly subjective opinion but that's how most product buyers operate ultimately. It does seem it would be a courtesy that you get back such a response but I have no ideal how busy they are fielding offers for products to put up for sale, surely not as much as Amazon Digital, Googleplay, Apple, or Microsoft but maybe somewhat busy.
Biggest issue I can see is that it doesn't seem to support either Iray or 3Delight.
This suprises me. I am party of the approval committee that reviews all submissions each morning. When a product is submitted to PASS, it has its state set to "Submitted". Each morning we review all Submitted and change them either to "Declined" or to "Ready for Testing". So, if a product stayed in Submitted for more than a few days it would be very evident, as we would review again every day :)
Did these get submitted through PASS?
I have no idea. I submitted WTZ shaders for preliminary review on June 1st. I heard nothing, so revamped it and released it as a freebie thing on Sharecg in September (link in my sig).
I just got an email for more information today. Um. Yeah. That ship sailed.
Of course, joke's on me, the free thing did so poorly I've pretty much given up on doing shaders. Every part of the experience has been unrewarding.
(Except Stonemason, who tapped me to help with some shader work, which was nice)
Hey, don't give up.I need to make some changes to something I submitted, but I'm not going to give up on it because I had to give someone here a nudge. :)
Actually I have your shaders and donated something like an old PC+ price. For somethings they are good and my primary interest is in procedural skin shaders but based on what a pretty good programmer told me and my own search engine searches, procedural skin shaders algorithms are extremely difficult and none have taken hold because none have been very good yet. So that sort of dashed my motives even before doing much with them at all and though I'll eventually play around with the skin shaders, I guess I will be buying the Genesis 3 Skin Builder product.
If you want your shader product to do good then you should create document on how to use and adjust each shader preset that is in the product. As it's procedural shaders people just don't want to click apply and run some very slow render process to find - oh, I need to go through these and adjust these parameters to go the effect I was expecting.
Prime example, I own both the iRay Snow, Ice & Ash product & the DR Let It Snow products and both have a preset I can use to turn a ground mesh into a snow covered ground mesh but I though you product could do just as well and so I applied your procedural shader 'WTP/Water & Ice/Snow Cover' and it actually looks like it might look quite nice once rendered but I'm not sure - it changes the ground cover to alternating bands of transparency and snow cover and what it will actually look like rendered, even approximately I cannot guess. There is no example scene rendered using the preset and not instructions that tell me which parameters are relevant to adjusting the snow cover to the proper scale for my ground mesh or to possibly create different normal patterns in the snow cover.
So bottom line, with these procedural texture products a regular customer is going to avoid them if there isn't a good rendered example in the documentation and the documentation doesn't explain which parameters to make, eg, alter marble striations in various ways, or to cut & polish, or make it unmined stone in the field or whatever. Yes, you can create presets to get people most of the way with the most common textures but they still need good rendered examples and documentation for fine tuning.
They like to have an approximate visual ideal of what their render will look like before render and procedural textures don't give that for the most part.
Garibaldi Express perhaps?
Nonesuch00: Thank you for being one of three. ;)
I actually wrote up a wiki, it's linked in the Sharecg product writeup: http://wtshaders.wikidot.com/wtp-home
It could probably use more examples and pictures and so on, but, well, lack of audience has sapped my efforts.
And yeah, procedural skin is useful for a certain range of things, but there are a lot of purposes it will not meet (at least without SIGNIFICANTLY more complicated algorithms). The big problem is summed up by 'skin around the eyes aren't the same as the skin around your cheeks'
Will, go watch Bluebirds channel - it will clear up your wrong thinking about QA and Freebies
http://www.daz3d.com/forums/discussion/73749/bluebird-3d-tv-pa-insider-how-daz-pas-make-their-money/p1
When I was going to mess with that WTP I was going to manually select polygons and add many, many, many more DAZ style 'Surfaces' and then I could have individual finger prints, bags under the eyes (because what criminal gets a good night's sleep?), and all sorts of things. Thanks for the documentation link. I still think it's a excellent start for people that are interested in that sort of thing but needs more for an end consumer type person that just wants to render or make a game.
Hi, the main problem on supporting that kind of stuff is that, as far as I know, is that DS doesn't support splines.
With splines you can do hair in other 3d apps. Also, I don't think iray can render hair primitives.
So the closest we can get to that kind of hair is with fibermesh, that is actually small geometry of tubes.