Hmm... Got this weird pop up when I tried the color mixer... Where is the log file?
When I get that it usually means that either the hair isn't selected in the scene tab or the materials you want to mix aren't selected in the surfaces tab. I've seen this a lot... heh...
I'm not sure what I'm doing wrong, but for me the UHT2 hair looks really dry and frizzy, like she's been using too many heat products, vs the OOT hair which looks really smooth and healthy and I still have to figure out why I got a weird pop up when using the color mixer. How are people getting smoother hair?
I'm not sure what I'm doing wrong, but for me the UHT2 hair looks really dry and frizzy, like she's been using too many heat products, vs the OOT hair which looks really smooth and healthy and I still have to figure out why I got a weird pop up when using the color mixer. How are people getting smoother hair?
That hair doesn't look familiar; I don't think I have it. Maybe you need to use the UHT2 utilities to increase the tiling and shine. The OOT hair does look nicer in your example.
I did use the highest shine, but not the tiling, maybe that will help. Haven't figured that out yet LOL... It is a G2 hair, forgot the name, rendering now so can't check....
I did use the highest shine, but not the tiling, maybe that will help. Haven't figured that out yet LOL... It is a G2 hair, forgot the name, rendering now so can't check....
The tiling will make the strands of hair appear finer. You just select the one you want to use (1 is the base setting). It won't look any different in the viewport unless you're using the iray preview, but the results will show at render. I tend to use the Tiling 10 on everything and then lower it from there.
Here is something different - UHT2, not on the hair, but on the skin.
Well that's an interesting look! (Now I just have to go try that sort of effect too)
I look forward to seeing your results!
Well I tried it out - fun isn't it? - but I didn't let it render long enough to post. (I presume you were using a Geometry Shell? That's what I tried anyway) I did try one of the textures on a dress though - I think it works quite well.
Oh and I picked that colour scheme because I was fiddling with Selene Hair at the time.
I did use the highest shine, but not the tiling, maybe that will help. Haven't figured that out yet LOL... It is a G2 hair, forgot the name, rendering now so can't check....
The tiling will make the strands of hair appear finer. You just select the one you want to use (1 is the base setting). It won't look any different in the viewport unless you're using the iray preview, but the results will show at render. I tend to use the Tiling 10 on everything and then lower it from there.
Here is something different - UHT2, not on the hair, but on the skin.
Well that's an interesting look! (Now I just have to go try that sort of effect too)
I look forward to seeing your results!
Well I tried it out - fun isn't it? - but I didn't let it render long enough to post. (I presume you were using a Geometry Shell? That's what I tried anyway) I did try one of the textures on a dress though - I think it works quite well.
Oh and I picked that colour scheme because I was fiddling with Selene Hair at the time.
No, I didn't use a geometry shell. I just used the Diffuse Overlay settings in the Surfaces pane of DS 4.9.3.25.
I like your dress! It looks like chenille. It looks better than the hair.
Here is something different - UHT2, not on the hair, but on the skin.
Well that's an interesting look! (Now I just have to go try that sort of effect too)
I look forward to seeing your results!
Well I tried it out - fun isn't it? - but I didn't let it render long enough to post. (I presume you were using a Geometry Shell? That's what I tried anyway) I did try one of the textures on a dress though - I think it works quite well.
Oh and I picked that colour scheme because I was fiddling with Selene Hair at the time.
No, I didn't use a geometry shell. I just used the Diffuse Overlay settings in the Surfaces pane of DS 4.9.3.25.
I like your dress! It looks like chenille. It looks better than the hair.
Ah. I'd forgotten about that Diffuse Overlay stuff - I really must upgrade to 4.9.3.xx soon.
Yes, the dress does have a chenille-y look. I plan to try a few more non-hair items with hair shaders, but Iray renders take so long on my PC that I don't have enough hours in the day! Wish I had the skill (and the funds) to replace my video card with a more powerful specimen.
I'm not sure what I'm doing wrong, but for me the UHT2 hair looks really dry and frizzy, like she's been using too many heat products, vs the OOT hair which looks really smooth and healthy and I still have to figure out why I got a weird pop up when using the color mixer. How are people getting smoother hair?
I agree, even with the new shine presets in the update it doesn't compare to what you can acheive with OOTs shaders. Though it seems to depend on the type of hair as well as the other settings also. But maybe it's difficult with the method Slosh uses. You can however try to change the Normal Map setting from 100 to 0, though not much it does make a difference. Here's a sample:
That's really very lovely. I like what you did with the hair. Which hairs did you use? Is that a custom skin or a figure somewhere? I love the tattoos and her makeup.
That's really very lovely. I like what you did with the hair. Which hairs did you use? Is that a custom skin or a figure somewhere? I love the tattoos and her makeup.
Thanks! It was Dragonfly hair, Mishka from RDNA and SAV's Aram. The skin is Dragania and is a freebie from 'rosity.
I'm not sure what I'm doing wrong, but for me the UHT2 hair looks really dry and frizzy, like she's been using too many heat products, vs the OOT hair which looks really smooth and healthy and I still have to figure out why I got a weird pop up when using the color mixer. How are people getting smoother hair?
I agree, even with the new shine presets in the update it doesn't compare to what you can acheive with OOTs shaders. Though it seems to depend on the type of hair as well as the other settings also. But maybe it's difficult with the method Slosh uses. You can however try to change the Normal Map setting from 100 to 0, though not much it does make a difference. Here's a sample:
I like the lower hair, the pink one. That style is kinda cool. :-)
Here is something different - UHT2, not on the hair, but on the skin.
Ha -- I did that by mistake once on a character and when the render popped up, I thought, "What the hell?" Then I realized what happened.
Gosh, I'm sorry everyone... I haven't gotten an email notification in days... I can't believe I missed 50 posts! I really like seeing what everyone is doing with the shaders.
Wonderland, I'm sorry you don't like UHT2 :( I've never tried OOT's shaders, and I only have one of their hairstyles, so I don't really know much about OOT hair. I know a lot of people buy their hair and a lot of people use the shaders, so I imagine it is pretty good, but again, I don't have a copy and therefore can't comment on those settings vs. UHT2 settings. Is it only the shine from UHT2 that you are not happy with, or is it the textures as well? At any rate, I hope you will continue to use UHT2 and maybe become a fan?
It's also down to personal taste. I, personally, don't like the ultra shiny, reflective hair you see sometimes. It looks CG to me and even reminds me of a nylon wig sometimes. Perhaps I subconsciously made less shiny shaders for that reason. But I want everyone to be happy, so I do what I can to accommodate you :) I do want to say that it is impossible to make settings that will make everyone happy in every situation, though I tried to include as many options and presets as I could think of. I will take suggestions, though, and try to work it out, just as I did with adding some higher shine settings. I won't be adding displacement, however. If anyone wants to do that, it will have to be done manually. I think Iray renders take long enough as it is, and I would rather not intentionally tax anyone's system anymore than I have to. I don't know what that hair is that Will was applying displacement to, but it doesn't even look like a proper trans mapped hair to me.. more like a Poser 4 plastic wig. I'm sure that is not the case, because Will is clever enough not to try to apply a transmap based shader to a purely modeled hair, but it looks like that to me, nonetheless.
There are too many fine examples of using UHT2 in this thread since I last checked it, so forgive me if I miss commenting on a few. That said, there were some very interesting experiments in there, from barbult and from Will and the person that put the shader on a dress. I hadn't even thought of applying the shaders to skin or clothing or LAMH. It's interesting to me to see you all playing with the shaders and coming up with some very cool looking effects. I'm also thinking back to that long, windswept hairstyle that the artist colored with Battle Red (I'm guessing). That came out really nice :) And DarwinsMishap with the blue/green tips on the black hair, also very cool.
I guess I'm going to have to intentionally check this thread every day if I'm not going to get notifications. I just assumed the thread had died, and I was caught up in current projects. Again, I apologize for not keeping up with the thread. It really is exciting for me to see people using UHT2 and, for the most part, enjoying the results they are getting.
timmins.william (Will), the reason the bump map is getting blown out (and I'm assuming you mean the little thumbnail next to the bump strength slider) has to do with the compression rmethod I used for the .tif. It brought the file size down from about 42 MB to about 7 MB. Well, there are 3 .tif's, and I don't remember the exact figures, but all three went from high file sizes to very low file sizes, and I think Daz Studio is not set up to display thumbnails for that particular compression method. The maps still work as expected (I tested them on a non-textured hair just to make sure the bump and normal still worked). I reported it to Daz and because it doesn't affect the functionality of the maps, we chose not to delay its release just based on missing thumbnails.
Slosh: No, what I meant is that the hair shader is missing a bump channel. Just went in to double check and... oh weeeeird.
So SOME hair is missing bump channels. Some isn't.
For example, Ash Brown doesn't have Base Bump, but Stark White does.
It's not a huge issue, I can copy the surface and paste it to a more complete version and go from there, but it's... weird.
As for the displaced hair... it's basically an oooold hair that's little more than a styled helmet. ;) There's no real transmapping going on. That said, I think it looks stylized and neat.
Regarding shine... I hear you. Artistic sensibilities. A lot of folks comment on how dry the skin is on my renders, but I like to have what seems realistic to me, and most people in most situations have fairly dry skin, so... yeah. Unless they are coming out of a pool, or sweaty for some reason.
Ah, yes... the bump channel isn't missing, it's just hidden. When I first started working on UHT2, back when I had perhaps only half a dozen base colors, I was originally going to hide some of the channels that I hoped people wouldn't mess with, making UHT2 "fail". But, as I developed the way I wanted the shader to be set up, I stopped hiding channels. I must have missed unhiding them in a few :) But, they are there, and they are populated.
Comments
np, glad to help if I did. :)
When I get that it usually means that either the hair isn't selected in the scene tab or the materials you want to mix aren't selected in the surfaces tab. I've seen this a lot... heh...
Here is something different - UHT2, not on the hair, but on the skin.
Well that's an interesting look! (Now I just have to go try that sort of effect too)
I'm not sure what I'm doing wrong, but for me the UHT2 hair looks really dry and frizzy, like she's been using too many heat products, vs the OOT hair which looks really smooth and healthy and I still have to figure out why I got a weird pop up when using the color mixer. How are people getting smoother hair?
I look forward to seeing your results!
That hair doesn't look familiar; I don't think I have it. Maybe you need to use the UHT2 utilities to increase the tiling and shine. The OOT hair does look nicer in your example.
I did use the highest shine, but not the tiling, maybe that will help. Haven't figured that out yet LOL... It is a G2 hair, forgot the name, rendering now so can't check....
It's this one:
http://www.daz3d.com/fabia-for-v4
The tiling will make the strands of hair appear finer. You just select the one you want to use (1 is the base setting). It won't look any different in the viewport unless you're using the iray preview, but the results will show at render. I tend to use the Tiling 10 on everything and then lower it from there.
That's a pretty excellent render for "not having much time"
. Excellent color match!
Well Slosh, you must be pleased. In my not so humble opinion it looks like UHT2 is a raging success and rapidly developing a devoted following.
Well I tried it out - fun isn't it? - but I didn't let it render long enough to post. (I presume you were using a Geometry Shell? That's what I tried anyway) I did try one of the textures on a dress though - I think it works quite well.
Oh and I picked that colour scheme because I was fiddling with Selene Hair at the time.
Thanks! I will try that next time.
No, I didn't use a geometry shell. I just used the Diffuse Overlay settings in the Surfaces pane of DS 4.9.3.25.
I like your dress! It looks like chenille. It looks better than the hair.
Looks nice. Maybe you can get a job as a hairdresser.
Happy Independence day for those of us in the United States. Here's a celebratory render with UHT2. Definitely fun.
Ah. I'd forgotten about that Diffuse Overlay stuff - I really must upgrade to 4.9.3.xx soon.
Yes, the dress does have a chenille-y look. I plan to try a few more non-hair items with hair shaders, but Iray renders take so long on my PC that I don't have enough hours in the day! Wish I had the skill (and the funds) to replace my video card with a more powerful specimen.
Or as a "dress-dresser" maybe?
I rarely buy stuff that is new, but this seems to be something I can put to use immediately. I'm excited to see how it will perform. :)
Thanks for all the renders, this thread is really encouraging!
I agree, even with the new shine presets in the update it doesn't compare to what you can acheive with OOTs shaders. Though it seems to depend on the type of hair as well as the other settings also. But maybe it's difficult with the method Slosh uses. You can however try to change the Normal Map setting from 100 to 0, though not much it does make a difference. Here's a sample:
Decided to give mixing different hairs together a try and it was pretty fun.
I used 3 different hairs for this and used one of them twice to position things properly.
That's really very lovely. I like what you did with the hair. Which hairs did you use? Is that a custom skin or a figure somewhere? I love the tattoos and her makeup.
I like the lower hair, the pink one. That style is kinda cool. :-)
Ha -- I did that by mistake once on a character and when the render popped up, I thought, "What the hell?" Then I realized what happened.
Interesting. :-)
Gosh, I'm sorry everyone... I haven't gotten an email notification in days... I can't believe I missed 50 posts! I really like seeing what everyone is doing with the shaders.
Wonderland, I'm sorry you don't like UHT2 :( I've never tried OOT's shaders, and I only have one of their hairstyles, so I don't really know much about OOT hair. I know a lot of people buy their hair and a lot of people use the shaders, so I imagine it is pretty good, but again, I don't have a copy and therefore can't comment on those settings vs. UHT2 settings. Is it only the shine from UHT2 that you are not happy with, or is it the textures as well? At any rate, I hope you will continue to use UHT2 and maybe become a fan?
It's also down to personal taste. I, personally, don't like the ultra shiny, reflective hair you see sometimes. It looks CG to me and even reminds me of a nylon wig sometimes. Perhaps I subconsciously made less shiny shaders for that reason. But I want everyone to be happy, so I do what I can to accommodate you :) I do want to say that it is impossible to make settings that will make everyone happy in every situation, though I tried to include as many options and presets as I could think of. I will take suggestions, though, and try to work it out, just as I did with adding some higher shine settings. I won't be adding displacement, however. If anyone wants to do that, it will have to be done manually. I think Iray renders take long enough as it is, and I would rather not intentionally tax anyone's system anymore than I have to. I don't know what that hair is that Will was applying displacement to, but it doesn't even look like a proper trans mapped hair to me.. more like a Poser 4 plastic wig. I'm sure that is not the case, because Will is clever enough not to try to apply a transmap based shader to a purely modeled hair, but it looks like that to me, nonetheless.
There are too many fine examples of using UHT2 in this thread since I last checked it, so forgive me if I miss commenting on a few. That said, there were some very interesting experiments in there, from barbult and from Will and the person that put the shader on a dress. I hadn't even thought of applying the shaders to skin or clothing or LAMH. It's interesting to me to see you all playing with the shaders and coming up with some very cool looking effects. I'm also thinking back to that long, windswept hairstyle that the artist colored with Battle Red (I'm guessing). That came out really nice :) And DarwinsMishap with the blue/green tips on the black hair, also very cool.
I guess I'm going to have to intentionally check this thread every day if I'm not going to get notifications. I just assumed the thread had died, and I was caught up in current projects. Again, I apologize for not keeping up with the thread. It really is exciting for me to see people using UHT2 and, for the most part, enjoying the results they are getting.
timmins.william (Will), the reason the bump map is getting blown out (and I'm assuming you mean the little thumbnail next to the bump strength slider) has to do with the compression rmethod I used for the .tif. It brought the file size down from about 42 MB to about 7 MB. Well, there are 3 .tif's, and I don't remember the exact figures, but all three went from high file sizes to very low file sizes, and I think Daz Studio is not set up to display thumbnails for that particular compression method. The maps still work as expected (I tested them on a non-textured hair just to make sure the bump and normal still worked). I reported it to Daz and because it doesn't affect the functionality of the maps, we chose not to delay its release just based on missing thumbnails.
Slosh: No, what I meant is that the hair shader is missing a bump channel. Just went in to double check and... oh weeeeird.
So SOME hair is missing bump channels. Some isn't.
For example, Ash Brown doesn't have Base Bump, but Stark White does.
It's not a huge issue, I can copy the surface and paste it to a more complete version and go from there, but it's... weird.
As for the displaced hair... it's basically an oooold hair that's little more than a styled helmet. ;) There's no real transmapping going on. That said, I think it looks stylized and neat.
Regarding shine... I hear you. Artistic sensibilities. A lot of folks comment on how dry the skin is on my renders, but I like to have what seems realistic to me, and most people in most situations have fairly dry skin, so... yeah. Unless they are coming out of a pool, or sweaty for some reason.
Ah, yes... the bump channel isn't missing, it's just hidden. When I first started working on UHT2, back when I had perhaps only half a dozen base colors, I was originally going to hide some of the channels that I hoped people wouldn't mess with, making UHT2 "fail". But, as I developed the way I wanted the shader to be set up, I stopped hiding channels. I must have missed unhiding them in a few :) But, they are there, and they are populated.