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I think all you really need is the diffuse and bump.
When I rigged the female suit, I just simply placed the jpg of the full-color suit in the diffuse section on Daz.
Well, since the original was not made for Daz, then it's not going to work the same. You might have to use a geoshell or the LIE image editor to layer the textures. You'll also have to create a tansparency map by creating a pure black and white version of the texture (black is invisible white is solid)
Is that rendered from Daz then?
Sorry, that's not for me :(
I'm only just beginning to use bump and displacement maps
Nice work so far though :)
So, I know its been a couple of days since my last comment about using color control maps, and using alpha channels. There hasn't been a big spark of interest, so I'm hoping the above image will provide a better understanding of what I'm trying to accomplish. And, maybe some feed back.The above render was done by a friend of someone that I'm friends with back over on the 4O5th.com. I'm almost sure that person was using a different modeling program to acheive his results. If we take a look at the above render we can see the red designs that are on certain spots of the armor. Thats what I'm going far. The color control maps would allow to mask of certain parts of armor mesh. Allowing custom color variants. And thanks for any feedback, its greatly appreciated!
Here is another example from the same person. Also, if you notice its not just the armor, but the undersuit as well.I believe that to be the Halo 4 under suit(male variant).
One thing you can do is take the texture map into a photo program and re-color what you want. Save each color option as a new texture image. Then you can swap textures in the diffuse channel for the different suit colors.
I just started using Gimp. It's free and seems almost just as powerful as Photoshop.
The only oddity about it is that in order to save an image as anything other than a gimp image, you actually export it to jpg, png, tif, etc.
Can anyone tell me how to make this render better? It looks grainy, and unfinished.
For Iray? under render settings, click on the "Progressive Rendering" tab and increase your Max Samples and Max Time. That will let the image render longer. I've got mine set at some crazy high settings (10,000 max samples and 14,400(4 hours) max time)
That makes sure that it reaches a nice converged ratio :)
Can anyone tell me how to make this render better? It looks grainy, and unfinished.
Yes, for iray. Not sure if you ever had trouble with iray. I did what you had told me to do. Still having issues. I know for sure Iray will let me do a full render of a character. But ever since I added the Enviroment into the scene, the render gets stuck at 3% when making out the canvas. It shows the time for the render. It can be 2 hours later and still be stuck at 3%. And yes, even after changing the settings you have mentioned. Not sure if its my computer, or if Daz Studio is acting up?It could be 1 or 2 things that I can guess.
#1, you have too many items in your scene and your PC is getting stuck trying to process the light calculations. See if there is anything off screen you can remove
#2, you need more light in your scene. Try increasing the emmission of your lights/add more lights.
A quick comment on GIMP, from a previous post...that was intentional. I don't know what the devs were thinking about, but they made the save options that way on purpose.
They are probably set up as mesh lights...the light controls for them would be on the Surfaces tabs, as being a meshlight/emitter is a surface property.
They changed GIMP so that "Save" is only for GIMP-native formats, and "Export" is used for other graphics formats.
They changed GIMP so that "Save" is only for GIMP-native formats, and "Export" is used for other graphics formats.
That clears things up a little more.Thanks pcMikeIf I were to scroll up back up some a little, there would be Emissions Color. The other 2 are marked with the yellow arrows. Other than that, can't find anything else that shows Emissions.
Also, in the image I have the back bay door selected. Thats the one that says B5 on it. It has a few emmisions lights.
Put something other than black in the color and that will open up the other settings...yes, it's context 'aware' or something like that.
So, 2 hours later Iray Iteration 257, 0.17% Coverged. Thanks for the advice! Changing the Emission color did open up a new tab that allowed me to access the lights. I mainly increased the Luminance to about 6500. Hope thats not to much? Although I am concerned about the progress its made after 2 hours. Should it be further along for being at 2 hours? I mean the canvas hasn't even been written.
What I normally do is, all your wall lights you have, I would make those emissive (maybe 30,000 or 40,000 lm) then I would also add a point light in those same spots at about 50,000 lm
It helps to add a lot of light to the room without washing out the light fixture.
*edit*
I should add that glass, water and geoshells tend to increase Iray render times (at least they have for me)
*another edit to add*
there's some pretty good advice in this thread dealing with indoor settings
http://www.daz3d.com/forums/discussion/78691/can-t-render-won-t-buy/p1
Woo, read just about that whole thread you just posted to go and check out. Just alot to take in. Will give your advice a try tomorrow. I'm pooped out for the night. As always thanks for the input!
Alright guys, got the male undersuit rigged. I rigged it in Blender using the Rigify addon. Really enjoyed using it, wasn't that hard at all. About to import a Genesis 2 male into my Blender scene with G2M in with standard T-pose position. Then posing the male undersuit to match the G2M as close as possible. I know Kaotbliss was able to get the female undersuit to work using the Transfer Utility without the female under suit not being in Tpose position. I tried many times but it didn't work for me. On that note, which I don't think previously I've asked this. When scaling and moving the bones to match the under suit, does the orientation of the bones all have to be the same on both sides of the rig? What I mean by this is if I were to scale the right shin bone, should the left shin bone be the exact same scale also. Also, by keeping both side exactly the same, is there a mirror option that I can select when manipulating one side of G2M'S RIG?
Daz does have a symmetry option for posing. I'm not sure what it does with scaling though. I hardly ever use it. I think it's under edit->figure->symmetry
When I did the female suit, I did it the hard way and copied the xyz rotations and scales from one bone and pasted them to the opposite side and made adjustments as needed, then moved on to the next bone.