Please bring back shader domain for inner nostril!
Mistara
Posts: 38,675
in The Commons
Please bring back shader domain for inner nostril!
i like to use a procedural for specular map. unfortunately ends up giving nostril glow.
those deep V seams on their backs is hard to work with. a single shader domain for the back would be easier to work with seams wise

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As I understand it, every additional material zone means separately loading everything for that material into VRAM, and thus more memory used on render - and that is a very major concern given the ever more demanding models being made, with HD morphs and ultra-HD textures coming out of the wazoo.
Concessions have been made in splitting some areas that use the same texture maps into multiple materials, but it's for things that people really do regularly mix and match materials from other figures on (such as lipstick and nail varnish), rather than mostly forgotten options like being able to make socks by using a fabric shader on a few material zones (most people would now choose to use actual modelled socks instead).
It's a very important effort to try to optimise these ever more demanding resources. If you personally need to texture an area separately, you will have to edit the textures accordingly, use the geometry editor to assign such zones yourself, or use a Geoshell (which is probably the best of both worlds, allowing you to mask areas without being limited by face joins, but with the freedom to manipulate material parameters separate from the underlying material as you wish, with no constant re-editing of textures).
heres one i didi today This is Brute 8 wearing M4 clothing rendered in Iray, I was working with RSSY Clothing Converter m4 to genesis8 today
Ttitle : Me Conan # Gallery
LAMO I dunno how it happen but this is not posted in the right thread. Mods sorry about that . I was righting in this thread. https://www.daz3d.com/forums/discussion/309106/bringing-older-generations-up-to-modern-standards-might-be-fun#latest
go home Ivy you're drunk
he is cute though
I'm not sure if this would help with nostril glow or not, but I use this product all the time when the nostrils look too doll-like.
Even when the hair isn't visible, it somehow helps.
https://www.daz3d.com/cc-hole-hair-for-genesis-8-males
whatta ya mean I haven't even got started yet.
i want some of what Ivy is drinking

glowing nostrils again.
i really wish theyd bring back the inner nostril shading domain.
and put that deep v down their back , back into the torso domain.
sometimes going backwards is actually moving ahead.
The models have to work for everyone, and adding in an inner nostril region for the relatively few people who choose to set things up the way you do means that it's then less efficient it is for everyone else, demanding more resources to render.
Surface zones have in many ways been superseded by geoshells, because these aren't limited to exactly following the existing polygon edges. If you truly have can't fix the problem with glowing nostrils any other way, then I suggest you create a geoshell preset that can be used to mask that specific area.
was much easier in the millenium 3 days.
This is certainly not how I understand the IRay renderer works. Each texture is only loaded once, regardless of how any materials zones it is part of, even if the texture appears on two or more separate figures, I a fairly sure it is only loaded once. I remember doing a render with multiple (15 I think) figures all using the same texture set (although they had different shader settings in order to have some variety), and the total VRAM usage was not that high.
I've not been over the Iray documentation in that much depth, but I was told by someone who seemed reasonably knowledgeable that there were significant overheads one way or another to needlessly splitting materials - and that has seemingly been supported by some experiments I did with consolidating identical materials on models, although I will concede that it's possible that it may be down to some other factor with how I did it.
In either case, it's the most plausible explanation I've yet heard for why G3 and G8 have fewer surface zones than their predecessors. Even if my attitude to Daz as a company is often cynical, they have been trying to set out their figures as something of a paradigm in the world of 3D content, so I can't see them deliberately removing features on a generation change without at least some reasonably good reason.
The neck and head back on the torso annoys me as do the hands and feet on arms and legs, you could slap on a textured bodysuit without geoshells and transmaps before, best I can do now is make my own flat suit UV in Zbrush and create a matching transmap for a geoshell to use with any texture tiles which I did, DAZ studio not reading png alphas makes this harder, ironically LIE can if doing a skin overlay so the geoshell option is not anywhere near as elegant unless you do create a new UV for it to make it worthwhile bothering. LIE needs the figures UV so is a drawback there doing seamless textures evenly tiled.
UDIM good as can do non overlapping textures but DAZ studio ironically does not display it itself either in UV viewport!
Carrara does! All in a lovely row!
point is UDIM makes multiple surfaces a breeze I thought it was the whole purpose of it!
You can use the Geometry editor and make your own material zone and then save a scene & scene subset with that change.