Colorwerks

1356

Comments

  • nonesuch00nonesuch00 Posts: 18,714

    I LOVE this product - though I am experiencing something odd. All of the colors are MUCH lighter for me than the icons are showing. Like this one is "CW 01 Brunette 079" (which shows a much darker, almost black, color in the icon). It looks almost ginger in my scene:

    I've tried quite a few different lighting and the colors all show up much lighter than the icons. Are there any darker colors or a way to darken them? There doesn't seem to be any colors for black hair either.

    Again, I love this product - but for some reason all the colors are showing up super light for me. I've tried quite a few of the colors and loaded them in different scenes with different lighting and they show up really light.

    That's medium brunette.

  • ChangelingChickChangelingChick Posts: 3,359

    I LOVE this product - though I am experiencing something odd. All of the colors are MUCH lighter for me than the icons are showing. Like this one is "CW 01 Brunette 079" (which shows a much darker, almost black, color in the icon). It looks almost ginger in my scene:

    I've tried quite a few different lighting and the colors all show up much lighter than the icons. Are there any darker colors or a way to darken them? There doesn't seem to be any colors for black hair either.

    Again, I love this product - but for some reason all the colors are showing up super light for me. I've tried quite a few of the colors and loaded them in different scenes with different lighting and they show up really light.

    The render isn't finished, but this was what I got applying that same preset. I think this may be a lighting or a misclick. Yours looks more like 76 when it's applied. 

    darkhair.png
    431 x 164 - 150K
  • JOdelJOdel Posts: 6,307
    edited July 2018
    Slosh said:

    I used a lot of tricks to get the right shine on this hair shader for iray... I have doubts that you will get even similar results in 3Delight, even when using the converter.  But, I must admit, I am a little curious myself ;)

     

    Well, I mulled about it and finally bit, keeping the 30-day return in mind, and spent a day trying to get it to work.

    I loaded a figure that I'd used in a previous illo (G3F) and OOT's Marigold Hair. I let Studio go ahead and use 'fit to'. It looked fine in the viewport under standard Texture view. I didn't go to Iray preview since I wasn't going to be rendering in Iray. I didn't bother about poke-through on the ear (or the shirt -- not sure where that came from).

    The Colorwerks shader also looked just fine in the viewport. But I haven't had much satisfaction in getting it any farther than that.

    First off; I can't seem to get a comparison render of what the shaders do in 3DL without conversion. The render just sat there for about half an hour at the point that it reached the wig and made no further progress, before I gave up. If it won't even *start* rendering after that much time, that certainly isn't something I'll be using to try to produce an illustration. Leaving something to render overnight is just about acceptable. But not if it won't even *start* rendering.

    2nd; the 1-click character conversion presets don't seem to work on wigs. Not that big of a surprise, since they weren't built for wigs. But it's a disappointment all the same. 

    3rd; could someone tell me where to *find* the regular 3DLight Uber shader? I've got omnifreaker's packages which can apply an UberSurface, a SimpleSurface or a HumanSurface, but none of those presets give me anything with the standard choice of lighting modes (plastic, metalic, skin, matte, glossy plastic, and glossy metalic) that I understand to be a part of the 3DL Uber shader. 

    None of the omnifreaker shader presets keep the trans maps, and trying to re-apply it manually doesn't seem to work. That alone makes this lot usable only for Toons, and at that, only some Toons. And everything gets buried in gloss from somewhere. No clear idea of what sliders would fix that. Or if anything even would. Reducing spec and reflection don't.

    Same can be said for the UberHair shader. That one doesn't keep the trans maps *or* the color. 

    Vyktoria's Convert It! package's base converter keeps the color, but not the transmaps, and also pumps up the gloss. Some of the other presets aren't so bad at the gloss, but lose something of the color.

    The Conversion kit/Merchant Resource from SickleYeild and RiverSoftArt includes a hair shader. Theirs keeps the texture. It loses the transmaps in the viewport, but it keeps them when rendered. It also overdoes the gloss. This one seems to be the best of the converters, but given my experience with the HumanSurface shader, I'm not altogether sure it can be tweaked enough to make the Colorwerks shaders usable in 3DL. I'm not sure whether it's recognizing the mask and overlay color, but it is recognizing the base color, at least. For that matter, I didn't convert the hairbands or the cap. Those still have their Iray settings, but the scene still rendered.  Overall time was just about an hour. Which would be acceptable if something could be done about the gloss. Maybe further tweaking of the bump, displacement and/or normals might give the gossy areas enough texture to make them convincing as hair.  

    *sigh* I'm sorry. But I'm probably going to return these. I do like the idea. But the executon is neither better, nor less work than I can manage from something that I've already got in my content library.

    I would pay just as much for an equivalent package of realistic 3DL hair shaders. I don't even care that much about a wide range of different shine settings. A usable reasonably broad range of realisic colors that can be applied to different wigs and come out basically the same color under the same lights in order to be able to kitbash hair as well as clothing. That is what I'm asking for. 

    *Nothing* seems to keep the transmaps in the viewport, But that's *about* all right if it will keep them in the render. 

    And, in fact, rendering the unconverted wig, as is, with one of the original base textures in 3DL loses everything. It's almost enough to convince me to just forget about the vendor's wigs instead of putting them in my content library for possible future use. 

    *However* as Destiny's Garden pointed out, there ARE at least *some* 3DL hair shaders available. Although none which are presented as strictly realistic from the get-go. And no one has aswered my original queston of whether there is any technical reason why no one seems to be willing to put together a package of *realistic* hair shaders for 3DL. NOT EVERONE IS GOING TO ADOPT IRAY.  

    Certainly not if every single illustration takes a week to render.

    Maybe it's possible. But as things stand, it's a hassle. 

    Okay, for comparison, here another iteration of the same wig, loaded into the same scene, fit to the same figure, usung Destiny's Garden's Toon hair shader in the 'Natural Brown 03’ preset with a couple of additional hits from Marieah's Instant Infinite Variety for Hair shader with a couple of *her* different presets [Even Strands 02 and Finer Even Strands 02] in two different additional shades of brown, with the OOT transmaps applied manually and some adjustments to the color of the spec, spec2, velvet color and subsurface color.

    As with the RSSY render the cap and hairbands weren’t converted. This one took just over 3 hours to render. Not optimal, but I'll take it if I must.

    And, Yeah, MartyManx, I'll open a new thread as well

     

    Character is G3F 50% Toon Generations 2 (age 14.52) various other dial spins. Texture is VW Adele Eyes/Raiya's Awan

    Lights: Khory Caressed by Light 2 Preset 01.

    Original.jpg
    663 x 1178 - 316K
    Human.jpg
    663 x 1178 - 434K
    RSSY-Conversion-kit.jpg
    663 x 1178 - 412K
    Toon.jpg
    663 x 1162 - 388K
    Post edited by JOdel on
  • ChangelingChickChangelingChick Posts: 3,359
    JOdel said:
    Slosh said:

    I used a lot of tricks to get the right shine on this hair shader for iray... I have doubts that you will get even similar results in 3Delight, even when using the converter.  But, I must admit, I am a little curious myself ;)

     

    Well, I mulled about it and finally bit, keeping the 30-day return in mind, and spent a day trying to get it to work.

    I loaded a figure that I'd used in a previous illo (G3F) and OOT's Marigold Hair. I let Studio go ahead and use 'fit to'. It looked fine in the viewport under standard Texture view. I didn't go to Iray preview since I wasn't going to be rendering in Iray. I didn't bother about poke-through on the ear (or the shirt -- not sure where that came from).

    The Colorwerks shader also looked just fine in the viewport. But I haven't had much satisfaction in getting it any farther than that.

    First off; I can't seem to get a comparison render of what the shaders do in 3DL without conversion. The render just sat there for about half an hour at the point that it reached the wig and made no further progress, before I gave up. If it won't even *start* rendering after that much time, that certainly isn't something I'll be using to try to produce an illustration. Leaving something to render overnight is just about acceptable. But not if it won't even *start* rendering.

    2nd; the 1-click character conversion presets don't seem to work on wigs. Not that big of a surprise, since they weren't built for wigs. But it's a disappointment all the same. 

    3rd; could someone tell me where to *find* the regular 3DLight Uber shader? I've got omnifreaker's packages which can apply an UberSurface, a SimpleSurface or a HumanSurface, but none of those presets give me anything with the standard choice of lighting modes (plastic, metalic, skin, matte, glossy plastic, and glossy metalic) that I understand to be a part of the 3DL Uber shader. 

    None of the omnifreaker shader presets keep the trans maps, and trying to re-apply it manually doesn't seem to work. That alone makes this lot usable only for Toons, and at that, only some Toons. And everything gets buried in gloss from somewhere. No clear idea of what sliders would fix that. Or if anything even would. Reducing spec and reflection don't.

    Same can be said for the UberHair shader. That one doesn't keep the trans maps *or* the color. 

    Vyktoria's Convert It! package's base converter keeps the color, but not the transmaps, and also pumps up the gloss. Some of the other presets aren't so bad at the gloss, but lose something of the color.

    The Conversion kit/Merchant Resource from SickleYeild and RiverSoftArt includes a hair shader. Theirs keeps the texture. It loses the transmaps in the viewport, but it keeps them when rendered. It also overdoes the gloss. This one seems to be the best of the converters, but given my experience with the HumanSurface shader, I'm not altogether sure it can be tweaked enough to make the Colorwerks shaders usable in 3DL. I'm not sure whether it's recognizing the mask and overlay color, but it is recognizing the base color, at least. For that matter, I didn't convert the hairbands or the cap. Those still have their Iray settings, but the scene still rendered.  Overall time was just about an hour. Which would be acceptable if something could be done about the gloss. Maybe further tweaking of the bump, displacement and/or normals might give the gossy areas enough texture to make them convincing as hair.  

    *sigh* I'm sorry. But I'm probably going to return these. I do like the idea. But the executon is neither better, nor less work than I can manage from something that I've already got in my content library.

    I would pay just as much for an equivalent package of realistic 3DL hair shaders. I don't even care that much about a wide range of different shine settings. A usable reasonably broad range of realisic colors that can be applied to different wigs and come out basically the same color under the same lights in order to be able to kitbash hair as well as clothing. That is what I'm asking for. 

    *Nothing* seems to keep the transmaps in the viewport, But that's *about* all right if it will keep them in the render. 

    And, in fact, rendering the unconverted wig, as is, with one of the original base textures in 3DL loses everything. It's almost enough to convince me to just forget about the vendor's wigs instead of putting them in my content library for possible future use. 

    *However* as Destiny's Garden pointed out, there ARE at least *some* 3DL hair shaders available. Although none which are presented as strictly realistic from the get-go. And no one has aswered my original queston of whether there is any technical reason why no one seems to be willing to put together a package of *realistic* hair shaders for 3DL. NOT EVERONE IS GOING TO ADOPT IRAY.  

    Certainly not if every single illustration takes a week to render.

    Maybe it's possible. But as things stand, it's a hassle. 

    Okay, for comparison, here another iteration of the same wig, loaded into the same scene, fit to the same figure, usung Destiny's Garden's Toon hair shader in the 'Natural Brown 03’ preset with a couple of additional hits from Marieah's Instant Infinite Variety for Hair shader with a couple of *her* different presets [Even Strands 02 and Finer Even Strands 02] in two different additional shades of brown, with the OOT transmaps applied manually and some adjustments to the color of the spec, spec2, velvet color and subsurface color.

    As with the RSSY render the cap and hairbands weren’t converted. This one took just over 3 hours to render. Not optimal, but I'll take it if I must.

    And, Yeah, MartyManx, I'll open a new thread as well

     

    Character is G3F 50% Toon Generations 2 (age 14.52) various other dial spins. Texture is VW Adele Eyes/Raiya's Awan

    Lights: Khory Caressed by Light 2 Preset 01.

    This is a set of Iray hair shaders designed for and optimized for Iray. Any 3DL hair shader you use will have the same appearance over ColorWerks as it would on any other Iray hair shader because it will apply its own 3DL shader. The 3DL hair shader in SY's set puts on a shader and its own settings. Your image labeled "Original" looks like what happens when you render in 3DL and run out of memory. 

  • AlmightyQUESTAlmightyQUEST Posts: 2,006
    JOdel said:
    Slosh said:

    I used a lot of tricks to get the right shine on this hair shader for iray... I have doubts that you will get even similar results in 3Delight, even when using the converter.  But, I must admit, I am a little curious myself ;)

     

    Well, I mulled about it and finally bit, keeping the 30-day return in mind, and spent a day trying to get it to work.

    I loaded a figure that I'd used in a previous illo (G3F) and OOT's Marigold Hair. I let Studio go ahead and use 'fit to'. It looked fine in the viewport under standard Texture view. I didn't go to Iray preview since I wasn't going to be rendering in Iray. I didn't bother about poke-through on the ear (or the shirt -- not sure where that came from).

    The Colorwerks shader also looked just fine in the viewport. But I haven't had much satisfaction in getting it any farther than that.

    First off; I can't seem to get a comparison render of what the shaders do in 3DL without conversion. The render just sat there for about half an hour at the point that it reached the wig and made no further progress, before I gave up. If it won't even *start* rendering after that much time, that certainly isn't something I'll be using to try to produce an illustration. Leaving something to render overnight is just about acceptable. But not if it won't even *start* rendering.

    2nd; the 1-click character conversion presets don't seem to work on wigs. Not that big of a surprise, since they weren't built for wigs. But it's a disappointment all the same. 

    3rd; could someone tell me where to *find* the regular 3DLight Uber shader? I've got omnifreaker's packages which can apply an UberSurface, a SimpleSurface or a HumanSurface, but none of those presets give me anything with the standard choice of lighting modes (plastic, metalic, skin, matte, glossy plastic, and glossy metalic) that I understand to be a part of the 3DL Uber shader. 

    None of the omnifreaker shader presets keep the trans maps, and trying to re-apply it manually doesn't seem to work. That alone makes this lot usable only for Toons, and at that, only some Toons. And everything gets buried in gloss from somewhere. No clear idea of what sliders would fix that. Or if anything even would. Reducing spec and reflection don't.

    Same can be said for the UberHair shader. That one doesn't keep the trans maps *or* the color. 

    Vyktoria's Convert It! package's base converter keeps the color, but not the transmaps, and also pumps up the gloss. Some of the other presets aren't so bad at the gloss, but lose something of the color.

    The Conversion kit/Merchant Resource from SickleYeild and RiverSoftArt includes a hair shader. Theirs keeps the texture. It loses the transmaps in the viewport, but it keeps them when rendered. It also overdoes the gloss. This one seems to be the best of the converters, but given my experience with the HumanSurface shader, I'm not altogether sure it can be tweaked enough to make the Colorwerks shaders usable in 3DL. I'm not sure whether it's recognizing the mask and overlay color, but it is recognizing the base color, at least. For that matter, I didn't convert the hairbands or the cap. Those still have their Iray settings, but the scene still rendered.  Overall time was just about an hour. Which would be acceptable if something could be done about the gloss. Maybe further tweaking of the bump, displacement and/or normals might give the gossy areas enough texture to make them convincing as hair.  

    *sigh* I'm sorry. But I'm probably going to return these. I do like the idea. But the executon is neither better, nor less work than I can manage from something that I've already got in my content library.

    I would pay just as much for an equivalent package of realistic 3DL hair shaders. I don't even care that much about a wide range of different shine settings. A usable reasonably broad range of realisic colors that can be applied to different wigs and come out basically the same color under the same lights in order to be able to kitbash hair as well as clothing. That is what I'm asking for. 

    *Nothing* seems to keep the transmaps in the viewport, But that's *about* all right if it will keep them in the render. 

    And, in fact, rendering the unconverted wig, as is, with one of the original base textures in 3DL loses everything. It's almost enough to convince me to just forget about the vendor's wigs instead of putting them in my content library for possible future use. 

    *However* as Destiny's Garden pointed out, there ARE at least *some* 3DL hair shaders available. Although none which are presented as strictly realistic from the get-go. And no one has aswered my original queston of whether there is any technical reason why no one seems to be willing to put together a package of *realistic* hair shaders for 3DL. NOT EVERONE IS GOING TO ADOPT IRAY.  

    Certainly not if every single illustration takes a week to render.

    Maybe it's possible. But as things stand, it's a hassle. 

    Okay, for comparison, here another iteration of the same wig, loaded into the same scene, fit to the same figure, usung Destiny's Garden's Toon hair shader in the 'Natural Brown 03’ preset with a couple of additional hits from Marieah's Instant Infinite Variety for Hair shader with a couple of *her* different presets [Even Strands 02 and Finer Even Strands 02] in two different additional shades of brown, with the OOT transmaps applied manually and some adjustments to the color of the spec, spec2, velvet color and subsurface color.

    As with the RSSY render the cap and hairbands weren’t converted. This one took just over 3 hours to render. Not optimal, but I'll take it if I must.

    And, Yeah, MartyManx, I'll open a new thread as well

     

    Character is G3F 50% Toon Generations 2 (age 14.52) various other dial spins. Texture is VW Adele Eyes/Raiya's Awan

    Lights: Khory Caressed by Light 2 Preset 01.

    I know you've got a lot of context there, but that highlighted bit doesn't seem fair, when you are manually making changes to the product to change the shaders to use it in a different rendering engine, which isn't supported by the product.

  • fastbike1fastbike1 Posts: 4,078

    @JOdel 

    Really, what did you expect? It's an Iray package and NEVER made any references to 3DL.

    As far as this" "NOT EVERONE IS GOING TO ADOPT IRAY.  ", all choices have consequences.

  • UthgardUthgard Posts: 878
    edited July 2018

    I finally caved in and bought the shaders (I have the whole Slohswerks hair shader collection, wheee!). So far, I really like the results and the speed compared to UHT2, though the whole masking system needs some slight tweaking when dealing with drastically different hair colors (if you have a light base and a dark overlay, just darken the backscattering color, as it is regulated by the same mask as the diffuse). Having lots of fun with the product, and just discovered the "special" folder, which just added another whole layer of fun on top of the fun sandwich. Funception.

    Edit: Just found out that most of the shine presets get rid of the backscattering weight map. Is that intentional?

    Post edited by Uthgard on
  • SloshSlosh Posts: 2,391

    JOdel, I would be willing to consider a 3Delight version of ColorWerks, but know that it would be a separate product altogether.  Honestly, the reason I didn't do 3DL for this is because doing test renders and promos takes so danged long, it would make me gray before I could finish.  And then I would need Base Color 079 just to get back to my original color wink

  • SloshSlosh Posts: 2,391
    Uthgard said:

    I finally caved in and bought the shaders (I have the whole Slohswerks hair shader collection, wheee!). So far, I really like the results and the speed compared to UHT2, though the whole masking system needs some slight tweaking when dealing with drastically different hair colors (if you have a light base and a dark overlay, just darken the backscattering color, as it is regulated by the same mask as the diffuse). Having lots of fun with the product, and just discovered the "special" folder, which just added another whole layer of fun on top of the fun sandwich. Funception.

    Thank-you, Uthgard.  I appreciate the support and the compliment.  

  • You are doing it right... let me ask a silly question... Are you not seeing the overlay in the viewport only?  It will not show there.  You have to use nVidia preview or render it to see the effect

    I did not really see it in the render either. Maybe it was too subtle of a mask. As long as I am doing it right I will keep fiddling. Thanks!!!
  • JOdelJOdel Posts: 6,307
    edited July 2018
    Slosh said:

    JOdel, I would be willing to consider a 3Delight version of ColorWerks, but know that it would be a separate product altogether.  Honestly, the reason I didn't do 3DL for this is because doing test renders and promos takes so danged long, it would make me gray before I could finish.  And then I would need Base Color 079 just to get back to my original color wink

    Thanks for at least considering it. And yeah, obviously it would be a seperate product altogether. And I'd definitely buy it, too.  

    But I do gather that it probaby still qualifies as a niche product so hardly anyone's top priority. Although, really, with more and more wigs coming out with only Iray settings, a need is building among the people who are going to be stuck with CPU rendering, regardless.

    I did start another thread on the subject and the response makes me wonder whether I ought not to be asking for a tutorial for building one's own hair shader presets instead.

    Although paying for a commercial product would be *much* simpler.

    Post edited by JOdel on
  • AlmightyQUESTAlmightyQUEST Posts: 2,006

    You are doing it right... let me ask a silly question... Are you not seeing the overlay in the viewport only?  It will not show there.  You have to use nVidia preview or render it to see the effect

     

    I did not really see it in the render either. Maybe it was too subtle of a mask. As long as I am doing it right I will keep fiddling. Thanks!!!

    Also if you try this with something like black on white (or some very high contrast combination) and you still aren't seeing it in render, you may want to try the Test UV direction in the utilities folder. I have had a few fibermesh hairs that can take solid colors very well, but because of the mapping the overlays won't work as expected due to the way the hair is designed. The test UV preset will at least let you see if it is mapped from root to tip to match the way the overlays are meant to go.

  • xyer0xyer0 Posts: 6,322

    Although I have all three UHT products, I haven't been using them because of the forementioned dry, powdery appearance. I'm really excited about Colorwerks because the promos make hair look almost as good as I have been hoping it would look, especially AprilYSH G3/8 hairs, which are also powdery. I'm also pleased that it will allow me to get some use out of my UHT purchases. But I would really like a mini-pointer/hint list with a few specifics about implementation (cuz I can only count to F).

    Thanks for spending your time saving hair, @Slosh. OT, is it probable that you might give us a Genesis 3 Legacies package for G8M? I've never been satisfied with my results from the available options.

  • SloshSlosh Posts: 2,391
    xyer0 said:

    Although I have all three UHT products, I haven't been using them because of the forementioned dry, powdery appearance. I'm really excited about Colorwerks because the promos make hair look almost as good as I have been hoping it would look, especially AprilYSH G3/8 hairs, which are also powdery. I'm also pleased that it will allow me to get some use out of my UHT purchases. But I would really like a mini-pointer/hint list with a few specifics about implementation (cuz I can only count to F).

    Thanks for spending your time saving hair, @Slosh. OT, is it probable that you might give us a Genesis 3 Legacies package for G8M? I've never been satisfied with my results from the available options.

    I would have done Legacies, but there is another vendor out there who beat me to it this time (though they seem to be releasing them one at a time instead of in packs of 5 like I did)

    As for the hints/tips, I tried to provide some of that in the promos.  I'm really rubbish at writing and explaining things, preferring to do videos instead, but did not get a chance this time around

  • Charlie JudgeCharlie Judge Posts: 13,241
    edited July 2018
    Slosh said:
    xyer0 said:

    Thanks for spending your time saving hair, @Slosh. OT, is it probable that you might give us a Genesis 3 Legacies package for G8M? I've never been satisfied with my results from the available options.

    I would have done Legacies, but there is another vendor out there who beat me to it this time (though they seem to be releasing them one at a time instead of in packs of 5 like I did)

    Not only one at time but also more expensive than your packs and they require the equivalent Genesis 8 figure, not just the genesis 8 base like yours. I have almost all of your legacy figures but I'm not sure I'll be buying his.

    Post edited by Charlie Judge on
  • UthgardUthgard Posts: 878

    Moreover, as they require the 8 version of the morph, they aren't suitable for certain combinations. All in all, I haven't bought a single one of these G3 for G8 products, while I had a few of your old packages. And I wouldn't say no to a transfer of the G2 era iconic figures.

     

    JOdel said:
    Slosh said:

    JOdel, I would be willing to consider a 3Delight version of ColorWerks, but know that it would be a separate product altogether.  Honestly, the reason I didn't do 3DL for this is because doing test renders and promos takes so danged long, it would make me gray before I could finish.  And then I would need Base Color 079 just to get back to my original color wink

    Thanks for at least considering it. And yeah, obviously it would be a seperate product altogether. And I'd definitely buy it, too.  

    But I do gather that it probaby still qualifies as a niche product so hardly anyone's top priority. Although, really, with more and more wigs coming out with only Iray settings, a need is building among the people who are going to be stuck with CPU rendering, regardless.

    I did start another thread on the subject and the response makes me wonder whether I ought not to be asking for a tutorial for building one's own hair shader presets instead.

    Although paying for a commercial product would be *much* simpler.

    This may be a bit involved, but one way to get a more-or-less package of 3delight shaders would be to do the following:

    - Load the hair you want to modify and apply a material to it. We want to have the proper opacity maps loaded.

    - Get the hair color you want on another surface. If you have a shader package (like Colorwerks) you want to apply, just apply it to a plane primitive, if it is the hair color of another wig, load it.

    - Now, for the tricky part: get V3Digitimes map manager. It will allow you to transfer the maps from one property to another, regardless of whether one of the surfaces is 3delight and the other iray. It is not a one-click solution, but it's near it.

    This will just help with map-driven properties, and other settings (like numerical values) would still need to be handled manually, but if you have a hair color that you like in your library that is near what you want to achieve, you can save it as a shader preset and apply without maps on the surfaces that you have already prepared. My apologies if all of this is something you already knew how to do and just found it too bohersome, it's just what I found most likely to give satisfying results and allow for plenty of customization (speaking of wich, the masked properties of Colorwerks won't work at all with this process, but UHT2 LIE maps would be flattened by Map Manager, which allows for almost infinite combinations).

  • KharmaKharma Posts: 3,214

    Just started playing around with this product and was wondering how you can use more than one mask on the same hair like the ones in the special folder that have several hair colors.  When I try to add a new mask after the first overlay color is applied it just replaces what I have already  done . Is there a PDF also?  I dont seem to find any reference to one.

     

  • SloshSlosh Posts: 2,391
    Kharma said:

    Just started playing around with this product and was wondering how you can use more than one mask on the same hair like the ones in the special folder that have several hair colors.  When I try to add a new mask after the first overlay color is applied it just replaces what I have already  done . Is there a PDF also?  I dont seem to find any reference to one.

     

    With ColorWerks you can only use one mask because of the way the Diffuse Overlay works.  That is the reason I made special blends, which I mixed and colored by hand.  If you happen to own UHT2, you can use the color mixer in there after applying a ColorWerks base color.  That will allow you to blend several colors from the UHT2 collection over the ColorWerks base and it will not affect the shine settings.

  • 3Diva3Diva Posts: 11,970
    edited July 2018

    I LOVE this product - though I am experiencing something odd. All of the colors are MUCH lighter for me than the icons are showing. Like this one is "CW 01 Brunette 079" (which shows a much darker, almost black, color in the icon). It looks almost ginger in my scene:

    I've tried quite a few different lighting and the colors all show up much lighter than the icons. Are there any darker colors or a way to darken them? There doesn't seem to be any colors for black hair either.

    Again, I love this product - but for some reason all the colors are showing up super light for me. I've tried quite a few of the colors and loaded them in different scenes with different lighting and they show up really light.

    The render isn't finished, but this was what I got applying that same preset. I think this may be a lighting or a misclick. Yours looks more like 76 when it's applied. 

    I tried it with quite a few of the colors and they are all WAY lighter than the icons (not just a couple of shades lighter). I think it might be my render settings, though I'm not sure what exactly in my render settings are affecting it. If I just startup Daz and start a new scene and change the render settings to Default and use the default Daz HDR "Ruins B" it shows the hair colors that look like the icons. However once I load my prefered render settings the hair color is a LOT lighter. Though I'm not certain what in my render settings is doing it. It's not the HDR as I've tried different HDRs, I've tried different lights too - so that's not it. It has to be something in the settings themselves, though I can't be sure what it is.

    I found a "workaround" though, if I just plug a darker color into the "glossy color" slot it gives me a color that's much closer to the icon colors. So I set up a shader that just loads one of Slosh's darker hair swatches into that slot and BOOM - problem solved. lol :)

    Thank you for testing this though and showing your results. It helped me to narrow it down to at least knowing that there's something in my render settings that react to this hair shader in a weird way. lol 

    This is such a great product and I also love my render settings, so I didn't really want to go back to using the default Iray render settings - so I'm glad I found a quick fix (though it's not really a "fix" since it's an issue with my render settings reacting to it and not any issues with this awesome product!). :) 

    I'm loving this product a TON, Slosh! THANK YOU for creating such a great product! smiley

    Post edited by 3Diva on
  • SloshSlosh Posts: 2,391

    Hmm.  That is really odd and something I'm not sure I could have prepared for.  I'm glad you found a workaround, but I wish you didn't need one.  If you ever narrow it down, come into PA chat and let me know.  Maybe I can do something about it (maybe)

  • 3Diva3Diva Posts: 11,970
    Slosh said:

    Hmm.  That is really odd and something I'm not sure I could have prepared for.  I'm glad you found a workaround, but I wish you didn't need one.  If you ever narrow it down, come into PA chat and let me know.  Maybe I can do something about it (maybe)

    Oh no, it's likely not something you could have prepared for - I've been fiddling with Iray render setting for a couple of years and have finally found settings that I'm happy with but I'm sure they're probably quite different than most people's render settings - so it's definitely not a problem with this awesome product. :) You've created an awesome product here, Slosh! I love it! 

    I'll experiment and see if I can narrow down what setting or combination of settings is causing it, but again I'm sure it's probably nothing you could have prepared for. Iray is a lot of fun but sometimes different settings can react in unexpected ways with other settings. lol I'll experiment to see if I can noodle it out, but if I can't it's no biggy, the darker "glossy color" hair swatch seems to be a quick and easy workaround.

  • BeeMKayBeeMKay Posts: 7,019

    @Divamakeup the way the skin colour changes and loses details, it looks like you are throwing too much light at the character, which would also explain the lighter hair colour you get.

  • 3Diva3Diva Posts: 11,970
    BeeMKay said:

    @Divamakeup the way the skin colour changes and loses details, it looks like you are throwing too much light at the character, which would also explain the lighter hair colour you get.

    Oh no, I appreciate the suggestion but that's something I played with - adding much brighter light and much darker light, with both the "default" Iray settings and my prefered settings set-up. The amount of light isn't the issue (though it does lighten it quite a bit when you add brighter lighting, it's not as drastic as what's happening with my custom render settings). So something else is what's doing it. I'll experiment and see if I can figure it out.

  • JessaiiJessaii Posts: 845
    BeeMKay said:

    @Divamakeup the way the skin colour changes and loses details, it looks like you are throwing too much light at the character, which would also explain the lighter hair colour you get.

    Oh no, I appreciate the suggestion but that's something I played with - adding much brighter light and much darker light, with both the "default" Iray settings and my prefered settings set-up. The amount of light isn't the issue (though it does lighten it quite a bit when you add brighter lighting, it's not as drastic as what's happening with my custom render settings). So something else is what's doing it. I'll experiment and see if I can figure it out.

    Could be exposure/tone mapping or headlamp being on instead of off. I know my preferred setup i put my exposure super low and then use low value hdr and lights. 

  • KharmaKharma Posts: 3,214
    Slosh said:
    Kharma said:

    Just started playing around with this product and was wondering how you can use more than one mask on the same hair like the ones in the special folder that have several hair colors.  When I try to add a new mask after the first overlay color is applied it just replaces what I have already  done . Is there a PDF also?  I dont seem to find any reference to one.

     

    With ColorWerks you can only use one mask because of the way the Diffuse Overlay works.  That is the reason I made special blends, which I mixed and colored by hand.  If you happen to own UHT2, you can use the color mixer in there after applying a ColorWerks base color.  That will allow you to blend several colors from the UHT2 collection over the ColorWerks base and it will not affect the shine settings.

    Thanks, after playing around more I concluded the special blends must be custom made and not able to reproduce in Colorwerks.  I do have the UHT and UHT2 products so will try playing with the color mixer there. There are so many fantastic colors already I may not need to make new ones, just wanted to know if using multiple masks was possible. Awesome product!  I have enjoyed seeing what it can do so far.

  • 3Diva3Diva Posts: 11,970
    edited July 2018
    Silver said:
    BeeMKay said:

    @Divamakeup the way the skin colour changes and loses details, it looks like you are throwing too much light at the character, which would also explain the lighter hair colour you get.

    Oh no, I appreciate the suggestion but that's something I played with - adding much brighter light and much darker light, with both the "default" Iray settings and my prefered settings set-up. The amount of light isn't the issue (though it does lighten it quite a bit when you add brighter lighting, it's not as drastic as what's happening with my custom render settings). So something else is what's doing it. I'll experiment and see if I can figure it out.

    Could be exposure/tone mapping or headlamp being on instead of off. I know my preferred setup i put my exposure super low and then use low value hdr and lights. 

    Your comment made me test the headlamp and yep, that's it. The scene, no matter how dark or light, if you turn headlamp on the color changes drastically. Which is unfortunate because I prefer to have the headlamp on -it gives a nice highlight to the eyes and gives more of a "photograph" effect which is what I'm after in most of my renders. 

    Here's the default Iray render settings (no headlamp):

    Custom Iray render settings (with headlamp):

     

    And testing it on the default Iray settings without headlamp and then with headlamp:

     

    I tried a brighter scene and a darker scene to see if that makes a difference but it doesn't seem to - as soon as headlamp is introduced it changes the color quite a bit. It's ok though, that "work around" seems to do the trick nicely. :) I just thought I'd post my results in case anyone else was seeing something similar and wondered why. :)

    Post edited by 3Diva on
  • fastbike1fastbike1 Posts: 4,078

    @Divamakeup

    You don't have any control over the headlamp. If you want a highlight in the eyes, use a spotlight off to the side. The headlamp is equivalent to using an on camera flash. No decent photographer will use a flash.light like that.

  • Richard HaseltineRichard Haseltine Posts: 107,904
    fastbike1 said:

    @Divamakeup

    You don't have any control over the headlamp. If you want a highlight in the eyes, use a spotlight off to the side. The headlamp is equivalent to using an on camera flash. No decent photographer will use a flash.light like that.

    Actually there are controls for the headlamp on a camera, but it's true it can't be adjusted (at least via the UI) in a view.

  • 3Diva3Diva Posts: 11,970
    fastbike1 said:

    @Divamakeup

    You don't have any control over the headlamp. If you want a highlight in the eyes, use a spotlight off to the side. The headlamp is equivalent to using an on camera flash. No decent photographer will use a flash.light like that.

    You have quite a bit of control over the headlamp actually. You can move it around and reposition it anywhere on the X, Y, an/or Z axis and you can also adjust the strength of it. It makes a great fill light, imo and a good eye highlight light. No need to go through the hassle of setting up another spotlight when I can get the effect I want with the headlamp. 

  • MattymanxMattymanx Posts: 6,996

    The head lamp should be turned off in the render setting tab and left off.

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