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Wait. Olympia 8 DOES come with an eyebrow prop. That's my problem with her - she comes with an eyebrow prop, plus mats for the eyebrows, but they don't work for me as they throw up an error message wanting Victoria 8 UVs which I don't have.
One of the nicest I've seen. Thanks for sharing.
I think there are something weird in the Olympia 8 shader setup. The default translucency is to high, set to 0.90, maybe to compensate the Transmitted Measurement Distance in Volume which is very low. Even you change the translucency value to 0.50 the skin is weird.
Anyway, while trying to set a better shader, I figured out something very annoying. I can see a seam problem between the Torso and Legs maps. When looking Olympia 8 in Texture Shaded mode the problem is visible. Rendered using Iray with the default shader settings the issue is barelely visible, but changing the shader, in my case, lowering the translucency value and increasing the SSS values you can see clearly the seams.
Can someone help me to confirm the issue?
1) Seams showing in Texture Shaded mode
2) Seams barelely visible when rendered in Iray with default settings
3) Seams visible with modified shader settings
She works fine on my PC. Left is texture mode. Right is Iray. Are you using the updated figure? Daz already released an updated for Olympia 8. I don't know exactly what changed, though. Try running the DIM and see.
@jakiblue "but they don't work for me as they throw up an error message wanting Victoria 8 UVs which I don't have. "
Are you sure about that? When I load V8 with "Victoria 8 All Maps", the UV for skin shows as base female".
Further when I load the Olympia 8 Eyebrows.duf, it just loads with no issues. I can alos load the various mats with no problems.
@MBusch
Textures look fine to me. Left to right: Viewport view with default, Iray with default, your settings including the SSS change to mono from chromatic (why?). Looks like it's you.
no word on a non scaling shape slider.
guess means answer is negatory
I load the Olympia 8 eyebrow prop. Then I select it and go to apply one of the eyebrow mats. See attached screenshot for the error message I get. Apologies, it's not so much "Victoria 8 UVs", as it is UV sets that are located in Victoria 8's folders.
Greetings,
I haven't noticed such a thing in any of the characters from Genesis on, so probably not. Can you identify a character that has that slider?
-- Morgan
I thought that character sliders were normally non-scaling, and only the presets included scaling.
In the Daz Original Genesis 3 characters, I think that is true for everyone other than Leo 7and Eva 7. If you dial in their body morph, the character gets scaled. Most of us believe that is a bug that should be fixed, but Daz has never updated them.
Setting the body morph and/or the head morph does not scale the figure
When you set the full character morph, the figure will scale.
Victoria8 doesnt have the separate non-scaling body morph only slider.
this has made apprehensive to buy Olympia 8
Nope, a lot of character sliders add scaling. Dante and Leo being the two Daz characters that come to mind, but a lot of PA characters do as well.
Laurie
Edit: Dante at least scales ONLY if you use the full body AND head slider under People but doesn't scale if you use just the body slider. A bit inconsistent.
Yes, I see the same thing. When you dial in the "Victoria 8 Body" slider all by itself, instead of changing the shape without changing the scaling, it changes both shape and scaling.
That doesn't happen with Olympia 8. When you dial in "Olympia 8 Body", her shape changes, but her height doesn't. If you dial out the Olympia 8 main control slider, she grows -- she's shorter than G8F herself -- and when you dial in Olympia 8 Body, her shape changes but she doesn't shrink. If you use the main Olympia 8 control slider -- which will make her shorter --- then dial out her head and body separately, she stays short.
Conversely, if you dial in Victoria 8's main slider, then separately dial out her body, she gets shorter, because they put scaling in the body slider. Again.
Greetings,
TIL!!
(TIL == Today I Learned...!)
I've never noticed that. I would have thought the Head dial would scale the head appropriate to the character, and the body would adjust the size of the body, under the theory that the scaling isn't somehow 'overall' it's the result of sizing up and down individual components of the body that results in a longer torso, legs, etc... And it turns out that while I would have thought that, I would be wrong!
Thanks for the correction!
-- Morgan
Body only slider should not include scaling. This limits the usability of the body as a gene donor. Any figure that does this I will return. I find it sloppy and defeats the usefulness of that product. These characters are not sufficiently odd or unique to require baked in height scaling. (Such as a monster or creature)
the only official product that did this with the body only dial was Leo7. If there are others I'm unaware.
I'm not usually one to complain about characters (at least publicly) but O8 does seem very rushed. I can't say I'm impressed with her yet. She may be an acquired taste, but my initial impressions of her were much the same as other's. The reason I say she's rushed is because of the packaging. From the thumbnail icons to the lackluster pro bundle, she just feels thrown together. One of the hairs I actually really like, the other, not so much. I haven't really explored her thoroughly yet, but some initial renders have left me unsatisfied, especially considering Olympia has been a favorite of mine these past two generations. And with the excellent open smile morph applied at 100, she straight up looks like the Joker.
And now Victoria 8
Well, this is really weird. Installed Olympia 8 update and still getting the seams problem, but the weird thing is the issue just shows in the beta release 4.9.4.122. The same scene file shows without the issue in the release version 4.9.4.117, so is someone available to test this?
@fastbike1
Just because you have an option, doesn't means you should use it. I have no idea what is "chromatic subsurface scattering color" and was unable to found any reference to the term in the internet. To be fair I also was unable to find what “Scatter & Transmit Intensity” in the “Base Color Effect” property means, and just a vague mention about "dual lobe specular", but for this, fortunately, that mention give me some info about how to work with this new property. As always, DAZ documentation is omisse about those new additions. I just can understand why a new feature introduced is undocumented. Unacceptable.
Oh, OK.
Well the problem seems to be that the body shape includes scaling which she don't want for some reason.
Is it something like this you're after? It's quite easy to make by editing the texture and shaders. This is OOT's Antonia hair.
(hmm, think I need to get my monitors calibrated, it looks a lot better on my rendering PC monitor than on this one, have no idea how it looks on other people's monitors)
If those separate morphs include scaling, it limits their usability a lot. For example, if you have 2 figures, tall and short, and you want to create a mixed character that uses tall figure's head and short figure's body, you'll end up with a new figure with short body with too big head. That's why the full body slider should be only one that includes scaling. If you mix tall and short full bodies, their body vs. head proportions still stay correct.
OK, but then can't you just scale the head proportionally? I've done that myself without any problems, especially with V3 which has a too small head compared to the body IMO.
Apart from that, people's body/head size porportions vary a lot, some have small bodies and large heads, others large bodies and small heads.
Yeah, but WE need to be able to decide that- it shouldn't be baked in. What bugs me (totally amateurish) is there is no consistency, there's no QA testing of a certain set of standards for characters. That should be on a checklist, and a product doesn't pass GO if the scaling is affecting things it shouldn't.
I agree in general - characters should be free of any baked-in stuff. As for QA it definitely need some improvement too, plus DAZ should set some strict general standards for all products and if they're not met the product is not approved. That would also save a lot of time and work for the support people, and not least, for the customers.
This looks very good. What adjustments did you make to get these results?
Wow...gorgeous characters!
I'm far more likely to use the clothes, etc. than the HD morphs so...
Technically, the stuff should have documented beta testing before submission for QA; that's the best way to catch stuff that might be out of place or otherwise inconsistent.