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I don't like V8 and only plan to get her if free, but I would like HD morphs for G8. Can't they make generic HD body morphs that would work on all G8 characters?
People like Zev0 and RawArt make these, and these are the only HD morphs that I'm really interested in having on my PC
Any program that works with high polygon amounts? Zbrush. Blender. Heck, Sculptris. All of these support millions of polygons. Having a character with different levels of detail is also bog-standard for the gaming industry. Only DAZ says "hmmmmmm, only a few dozen people should be able to make high-polygon characters that work with our tech." This is surpassingly strange to me.
I think RawArt just does it on his own characters and Zevo's morphs seem to be for aging, youthing, and vascularity but not regular little details like on hands and feet.
Actually, can you use V8 HD morphs on G8 without making it look like V8?
You can use it on any character if you so choose. It's just another morph you can throw on top of anything.
There was Beauty Fingers and Toes for G3F. I'd like to see something like this for both G8 figures.
Yes, because $45 base price for a single character is just not enough to also cover the cost of including the HD... sure.
It won't make G8 look like V8?
The point of HD morphs is not that they use a high-density mesh but rather that they work on the SubD vertices of a low density mesh, so that's not the same as using a high real polygon count in another application. However, you are right that the HD morph technology is, as far as I am aware, not a complete Daz invention but an implementation of a feature of the OpenSubDiv specification. I think this the relevant section http://graphics.pixar.com/opensubdiv/docs/hedits.html
You wind up with a high density mesh, though, correct? HD morphs do not work without a subdivided character. What is the difference between SubD vertices in DS and subdivided vertices in another software?
Larryad: but if they included it the base cost would be a bunch more, while not everyone cares about HD. What sense would that make?
Having it separate is nice because you can save money if you don't care about it.
Oh sure yeah, but this is not the same thing. You cannot just subdivide willy-nilly in a 3D application, sculpt in all the details you want and hope it still renders and works. To get the fine detail in you would end up with a rigged character of 20 million polys. This brings the software to its knees, the rigging is going to wreak havoc, bends don't work anymore etc. It's impossible to pose, let alone animate a figure like that.
As for the gaming industry you must be talking about LODs which is somewhat unrelated. It's about rendering efficiency and actually removes detail at various camera distances. Game industry works pretty much with normal maps exclusively for smaller details. Even larger details for none hero assets. Or by just setting proper vertex normals a pipe that really only has 8 sides can seem smooth and round because the shader treats it as if there were no edges.
Nah, it just adds these small details
i have all the HD, I buy them when they are on sale, love em
Yes. If you push past the limits of a program it will no longer work. DAZ HD characters and levels of subdivision work because they do not push past the limits of DS. Coincidentally, you should keep to the limits of other software - and they will work too!
Yeah, that's the abbreviation of "levels of detail."
Removing detail for low detail renders and increasing detail for high detail renders is...exactly the same process looked at backwards. HD morphs work because the morph is sculpted at a high subdivision level. DS starts you out at a lower level and you can go up but this is just looking at things from another direction, DS could easily start at the high level.
Tentative comment. In Iray you certainly end up with an HD mesh (as determined by the Render SubD level, and the Displacement SubD level surface setting), but that mesh is created after posing deformation (the joint modifiers are applied to the SubD cage, then that is subjected to the SubD algorithm, and finally HD moprhs and displacement are applied). In 3delight I'm even less sure quite how the process works - it's broadly similar, but 3Delight allows division to progress much further (as demonstrated by its ability to handle fine details of displacement without overtaxing the system); however, if you do a 3Delight render of a figure with both an SSS shader and an HD morph you will notice that the process halts for quite a while on first encountering each such character as it performs the SSS calculations on the high resolution mesh so obviously it is at some points handling at least higher resolution geometry.
Interesting.
I have to respectfully disagree. The key here is that in Daz Studio you can still pose the figure at lower subdiv levels while having HD morphs on top of it that act as if the figure was at subd level 5. You cannot, to my knowledge, do this in any other software. You're not going to rig a figure with millions of polys without going insane.
Maybe check Richard's link to OpenSubD up the thread a bit. Also you can pose the base level of your mesh in ZBrush and retain the high-poly details. This is not new.
I actually don't agree. HD is quite useful for general shots as well, especially when using veins, muscle definition and facial details on the mouth and nose. I usually can tell if it is dialed in or not, since these details are evident at a glance and not solely something you see in a closeup shot.
+1
Just did and also found this. Scroll to 4. Hierarchical modeling.
https://www.fxguide.com/featured/pixars-opensubdiv-v2-a-detailed-look/
Interesting stuff. Apparently Maya had it at some point and then it was removed again. Pixar probably has some in-house tools we'll never know.
As for ZBrush, you are talking about a scultping app specialising in handling high poly counts, more closely related to voxels. You cannot rig/skin anything in there. Any comparison to Daz Studio or other software with actual animation tools is anecdotal.
Hey, you were the one saying you can't do all this stuff in other software, I'm just pointing out that you can, it's not new technology, only new technology to DAZ. You can rig in ZBrush. It's just not DAZ rigging just like Maya does not use DAZ rigging, etc, etc. I don't know what you mean you can't "skin" in ZBrush.
EDIT: Yeah Pixar does very clever things on a level I will never understand, lol.
Skinning in what sense? I suspect many folks really don't know what's possible in zBrush.
I don't know what sense jaunte was talking about which is why I asked for clarification instead of responding, but when you model with ZSpheres you use an adaptive or unified skin to get an actual mesh that you then work with further. http://docs.pixologic.com/user-guide/3d-modeling/modeling-basics/creating-meshes/zspheres/adaptive-skin/
I suspect the meaning was skinning in the sense of skeleton attachment though, and yes you can rig in ZBrush, it's very weird and I don't do it. This is one of the documents that gets into it. Easy Rigging of all Detail-Levels with Topology-Riggs
Zbrush can do some pseudo-rigging, it's not really... but let's stop here. I don't know why even still get involved in these HD discussion. They always end badly and I feel I was unable to explain anything adquately. Somebody please, can you just remind me next time to just shut up and get back to work? I gain nothing by defending Daz withholding this commonplace tech. I swear I even saw it in MS Word the other day.
Gonna have to write a macro for that.
Skinning is part of the rigging process. Animation stuff. Painting skin weights for bones/joints etc. It's what makes the skin move correctly when you move an arm in Daz Studio.
I don't disagree with this, but rather the insistence that figure specific HD is required.
I think HD does make a visible difference, even at a distance, but I'm still not going to pay those prices for such a small difference. Not this time around. I tried to keep up with the G3 line, but I'm done...lol.
Laurie