PBRskin Pro appreciation - use it or loose it.

ArtiniArtini Posts: 10,305
edited August 8 in The Commons

I am trying this new shader  from https://www.daz3d.com/breast-utilities-2-for-genesis-9--pbrskin-pro

Lets share some renders and thoughts about it.

Mercia909pic07.jpg
1200 x 1200 - 297K
Post edited by Artini on

Comments

  • barbultbarbult Posts: 26,205

    I see a dark shadow outline on the skin that looks like another garment.

  • ArtiniArtini Posts: 10,305

    Yes, that is the problem, I have encountered, and looking forward to solutions to fix it.

    At least, it is pretty easy to overlay images on any part of the body

    and don't rely only on  the ready made  sets.

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,054

    Artini said:

    Yes, that is the problem, I have encountered, and looking forward to solutions to fix it.

    At least, it is pretty easy to overlay images on any part of the body

    and don't rely only on  the ready made  sets.

     

    is it applied only to the torso? because that definitely would cause arm and neck seam issues

    maybe a plaiin alpha image needs to be used on the rest of the body to blend the rose one on the cleavage 

    I don't own it so cannot test

  • ArtiniArtini Posts: 10,305

    Thanks for the tips, @WendyLuvsCatz

    I will experiment more.

     

  • SotoSoto Posts: 1,450

    Make sure the image has a pure background color. Sometimes it's not noticeable at plain sight and you have to check it and correct it on Photoshop or any other image editor, but black or white are not always 100% black or white even if it seems so.

    Assuming you used an image with multiply, there's a chance what you see as a white background is not really pure white, so it's partially visible. 

     

     
     
     
  • ArtiniArtini Posts: 10,305
    edited August 11

    Thanks for the tips, @Soto

    I have found the problem, the script apply PBRSkin Pro only to the body in created shell,

    so I have manually apply the shader to Head and Arms.

    It would be great, if the script could do it automatically for the other parts of Genesis 9.

    Below is a little improved version.

     

    Mercia911pic05.jpg
    1200 x 1200 - 321K
    Post edited by Artini on
  • felisfelis Posts: 5,749

    @Artini do you have the rose in the translucency channel?

  • ArtiniArtini Posts: 10,305

    No, translucency color is white and also load SSS map.

     

  • ArtiniArtini Posts: 10,305
    edited August 11

    Ok, problem solved.
    The solution is to choose the desired surfaces on Genesis 9, like Arms, Body, Head and Legs
    and double click on PBRSkin Pro  to apply it.
    Then one can enable one of the layers, like Layer 1 Enable On.
    Put the desired map to Layer 1 Global Weight and Layer 1 Weight and choose one of Blend Modes.
    I have choosen Average in the example below.

     

    Anya902pic02Average.jpg
    1200 x 1200 - 309K
    Post edited by Artini on
  • ArtiniArtini Posts: 10,305
    edited August 11

    Additionally one can put the map into Layer 1 Color.
    Blend Mode: Color

    Anya903pic01Color.jpg
    1200 x 1200 - 313K
    Post edited by Artini on
  • nannerfkmnannerfkm Posts: 68

    Nice. I haven't got around to working with the shaders, so this info should save me some time and angst. 

    Thanks!

  • ArtiniArtini Posts: 10,305

    You are welcome.

    Now I like this PBRskin Pro shader even more.

     

  • SotoSoto Posts: 1,450

    The included scripts are related to Breast Utilities 2 which uses a torso geometry shell. The scripts are not useful for anything else.

    If you want to use PBRSkin Pro to alter the skin of your character, you only need to select the desired material and apply the PBRSKin Pro shader like any other shader. It will not make the selected body part look different than the rest because it's based on the default PBRSkin, it only adds extra options. So you don't need to apply the shader to all skin areas if all you want is to put a chest tattoo for example.

    There is no need to apply your weight map to both Layer 1 Global Weight and Layer 1 Weight. Layer 1 Global Weight is meant to retain the main tiling independently from Layer 1's tiling. This in case you want to mask a specific section while tiling the layer as desired. Like tiling a freckles map until you reach the desired size while Global Weight dictates it will only show on the cheeks and nose, for example.  

    The ideal workflow on you spacific case, would be attaching a map to Layer 1 Weight with a black background and a white stencil of the tattoo (just like an opacity map). Then the image map in Layer 1 Color, where you can use the blend modes to blend the image to your character's skin in a more natural way (usually multiply gives good results with tattoos, but you can experiment with different blend modes and opacity values)
    If you just use your color image map in Layer 1 Weight instead of a proper weight map, it will hide the darker areas of the image, which it's probably not what you want  in this case.

    Think of Layer 1 Weight as any other weight value, be it Cutout Opacity, Specular, etc, where black negates and white applies.

     Maybe the easiest way to understand Layer 1 and Layer 2 is to think of them as Makeup or Diffuse Overlay on steroids.

     
     
  • ArtiniArtini Posts: 10,305

    Thank you very much for the explanation, @Soto

    Could you advice about how to use tiling in your shader, to spread out some small images over the body or the other parts.

    I like your shader very much and would like to explore all of its features.

    Thanks in advance.

     

     

  • SotoSoto Posts: 1,450
    edited August 13

    Like this:

     
     
     
    EJEMPLO-SMALL.jpg
    750 x 750 - 59K
    Post edited by Soto on
  • SotoSoto Posts: 1,450

    Artini said:

    Thank you very much for the explanation, @Soto

    Could you advice about how to use tiling in your shader, to spread out some small images over the body or the other parts.

    I like your shader very much and would like to explore all of its features.

    Thanks in advance.

    Thank you very much.
    Each layer has dedicated tiling and offset options. Just like the regular tiling and offset options on all shaders, you define how many times the image will be repeated and where it will start. 

     
     
     
  • ArtiniArtini Posts: 10,305
    edited August 13

    Have tried again, according to your description and it works better.

    Just need to practice more creating the masks for images.

    Blend: Off

    Blend: Soft Light

    Sparrow902pic04.jpg
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    Sparrow902pic05SoftLight.jpg
    1400 x 1200 - 312K
    Post edited by Artini on
  • ArtiniArtini Posts: 10,305
    edited August 16

    Works nicely with Mr Bobble:
    https://www.daz3d.com/mister-bobble

    Candy04pic05.jpg
    1400 x 1200 - 380K
    Post edited by Artini on
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