Realistic Renders.....NOT!! 13: A new room to fill!
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I looked at that, but, spheres and disjointed faces mean little to me, I want to see it properly applied with renders, I'm surprised nobody did much with it. In certain ways it looks to do more than the AoA shader and yet that seems to be the 'shader du jour', we all know how that works as AoA knows how to demo a product. I can't follow video tutorials either, I need something to study or to have beside me when I have DS open. I have a funny feeling that Hellboy may have used it to do that muscled arm render as I tried what he said he did with UberSurface and didn't get results that looked close to his.
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Great! I guess I am being maniacal. :)
Sometimes we're at our best when we're manic!
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...that still looks really nice. did you use Skies of Economy for Reality?
...that still looks really nice. did you use Skies of Economy for Reality?
Thanks, I used Skies of Reality Volume Two.
...I don't purchase a lot of specific character morphs as I tend to rely on the morph sliders and expanded morph sets like the Merchant Resource Morph kits. The majority of the ones I have that weren't included as part of a pro or starter bundle are those by Thorne/Sarsa as they created characters with more petite physiques. Back in the Gen4 days it was hard to dial Vicky's or Aikos' breasts much below a "B"cup without the mesh collapsing and distorting (which affected clothing fits).
The only other ones I would purchase were the more "generic" ethnic morph kits.
Personally, I would like to see just more skin map sets (like the Standard/High Res map sets that were available for the Gen3/4 figures) rather than full characters, including a fair skinned freckled map, tan line map, and more natural (sans makeup, tats, or body jewelry) ones that work with AoA's SSS Shader.
Another peeve I have is eyebrows. I hate it when I have a fair skinned, fair hared character (like my Tracey Teen, Lady Kyle, Mum Grande, or Margo Grande) who winds up having thick dark brown eyebrows. I would love to see a merchant resource kit for Genesis/G2 that offers different colours/thicknesses to replace the standard brows that come with skin maps (years ago there actually was one for the original Toon Girl Sadie called "Sadie Colours" that had matching hair and brow colours, so it can be done). I'm not that good at digital painting because of my unsteady hands so doing this in postwork is pretty much out. The two hair generation systems also can't achieve the level of fineness and minute detail needed to create truly natural looking eyebrows.
Thanks, I used Skies of Reality Volume Two.
...ahh, same creator.
I'd like some decent ethnic faces, and the ability to save any morphs I create, I tried following a tutorial I found on YouTube, and as far as I know I followed what they did, but, it just wouldn't generate the morph. It used to be so easy in Poser with the old inj and rem system. If only it were that simple in DS with Genesis! I know I can save a character preset and have done so.
It would appear that there is a book:
http://www.packtpub.com/the-complete-guide-to-daz-studio-4/book
Now that would make interesting reading! (Definitely one for 2014's to buy list!)
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EDIT:
By following that link, I got the eBook version for £3.88, result!!
...for someone still relatively new to Daz Studio it is a good resource.
My only misgiving is over the chapter on modelling a dress as it is based on both Dawn (a non Daz figure) and Modo (a 1,500$ pro grade application) rather than Genesis, Daz's Hexagon, and Daz Studio's Content Creator Tools. On the other hand, the Reality chapter sounds like it would be very valuable.
Not got that far, but, I did find out how to do shaping presets, so, even if I can't save dialable morphs I can at least save stuff I want.
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That aside, it does cover a decent range of topics. I just wish Paolo had focused more on the default render engine since it's what the majority will be using at first.
Well, I am a bit of a novice really, and we should be thankful that somebody had actually taken time to write stuff down so there is something out there. (It's crazy that the book isn't in the Daz store.) It seems, from what I've read, to be understandable too. One thing I did find out last night that wasn't from the book is that we can still make INJ and REM files just like we used to. They're shaping presets now, if you categorise them, you find there are categories for Inject and Remove. We just have to save, name and categorise them, all that's really different from before is that they're DUF's rather than pz2's. It was creating 'shaping presets' (yes, I did just do the 'quotation fingers') that I'd been wanting to do and not creating morphs, I just didn't realise what the old system had been renamed as!
We're still in school guys! If you have a tutorial in you, go ahead and do it, we all need to learn!
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There have been experiments done with fibermesh that were impressive, and that can be tweaked to be finer than you think it might, there is an example here:
http://www.daz3d.com/forums/discussion/11703/P30
If you don't use transmaps you can get it very fine. Thing is, everyone assumes we're using Garibaldi or LAMH and can't be bothered to do anything more with fibermesh. Perhaps we should talk nicely to Zev0!?
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Oh, before I forget......
HAPPY NEW YEAR!!!!
All the best for 2014!
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...again, I have no modelling skill as I have no stable modelling application that doesn't require an advanced degree in Cryptology to comprehend it's UI (or 1,500$ for one that does work), so dealing with fibremesh is something I need to leave to someone else with the proper expertise.
True, if you can't do it, talk to someone that can, that was how Eye Surface for Genesis came about. If we're nice to Zev0 he might just make what we need.
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Happy new year. The render machine never sleeps
The lady in the pink top has a nice tattoo on her left arm.
Comes with the texture
You do know that Enhanced Human surface shader is based off of the Uber-shaders from omnifreaker, right? It's built into DS4, where it used to be sold separately.
So I actually did use HSS. That's how it shows up in the surface tab. So I think you're actually confused.
You do know that Enhanced Human surface shader is based off of the Uber-shaders from omnifreaker, right? It's built into DS4, where it used to be sold separately.
So I actually did use HSS. That's how it shows up in the surface tab. So I think you're actually confused.
Strictly, uberSurface is an enhanced version of (E)HSS since it came later.
Strictly, uberSurface is an enhanced version of (E)HSS since it came later.
Yeah, but I didn't say ubersurface ;) He 'uber'-ed everything ;)
Well, I'm only going by what I see on screen,
If you look at the 2 screenshots, one has Axel loaded, and the surface tab shows UberSurface listed as the shader, the second screenshot shows the Sol texture and that has the Human Surface shader listed. The settings listed for each are different. Had you used the Human Surface Shader for Axel it would show as such in the surfaces tab. You used UberSurface so therefore you should have stated as much in the blurb in the store.
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One thing I like about the Brothers/Sisters packs is that they come with a selection of shaders. One set uses the AoA Subsurface and others use Ubersurface. It gives artists options, and that's always nice to have. I've seen a few others which offer similar choice and variety is one thing that you can never have enough of.
Of course, I still haven't solved the riddle of why some AoA SS materials only look good at higher render resolutions. I had to render Boys at Play at 3k x 3k pixels to avoid artifacts, and even then there are a few noticeable on the youngest child. Rendering the poor kiddo at anything lower makes him look like he has a very bad case of acne.
Fair points, but, artists should still list the shaders they use by the correct names, then customers know exactly what it is they're getting. UberSurface is a better shader than the EHSS, so if MaleM3dia had said that Axel used it, who knows, maybe it would have generated more sales!? Also, I bought the FW Koichi because I thought it used the AoA shader and I thought I'd get some nice presets for it. Clearer labeling will lead to less confusion, and in some cases less frustration.
You could always ask AoA about your issues with the shader
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Honestly.
My product predates Ubersurface. It uses HSS. It's labeled CORRECTLY. I'm not updating descriptions on two year old products just because you didn't know the difference.
Please don't tell me what I didn't use when you didn't even know. You do your homework.
Axel generated sales because it looks good, NOT because of some shader, especially one that wasn't even made yet.
EDIT: FWArt's products are labeled correctly as well just so you know.
Just as a final note, I'm talking about Axel International for M5. That is what is loaded in the above screenshot I posted (post #533). Is DS4.6 listing the wrong shader!?
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(Sigh) It uses EHSS. What have I been writing in the last few posts? That is how it shows up in the surface tab
The second screenshot in my post shows the Elite Sol texture, that uses the EHSS (Elite Human Surface Shader) and it shows as omHumanSurface in the surfaces tab. If the surfaces tab shows omUberSurface then that shader is UberSurface. It can't be any clearer than that. That's called doing your homework.
I've no more to say on the subject.
You didn't do any homework. If you did, you're honestly getting an 'F'.
If EHSS predates Ubersurface and all the parameters uses the 'om' prefix, wouldn't Ubersurface now contain the HSS parameters?
This is why people think I'm mean. I tell them what something is, they flat out ignore it when they think they know more than I do when I put the product together, then they want to get an attitude. If you didn't know how this stuff was set up TWO YEARS ago, why are you arguing about it?
Human Surface... Ubersurface... they're ALL referencing the SAME thing.