Amazing Skins For Genesis 2 Females and For Genesis 2 Males [Commercial]

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Comments

  • TSasha SmithTSasha Smith Posts: 27,233
    edited December 1969

    Wow amazing! I want! This would be wonderful for making more variations of the characters.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    I'm liking what I've comprehended so far. As I try to convince myself I have no clue what melanocytes are, it's not working, lol.

    So I can take the Wachiwi figure mat and adjust it for middle of the road skin tones. however say turning the lotus flower mat (almost pure white), into an Aztec figure is just out of the question... for now.

    This is really sounding like a very capable little plugin, tho little may be the wrong word.

  • nemesis10nemesis10 Posts: 3,755
    edited December 1969

    It looks like a fine product for fantasy or sci fi products. Hopefully, people do realize that even the palest people or the darkest people have palms, soles, tongues, etc... that are pretty much the same color so this is not the ideal tool for radically changing realistic skin colors.

  • JohnDelaquioxJohnDelaquiox Posts: 1,197
    edited August 2014

    have you done any tweaks to the ambient surface settings in this set.

    This is a bit of an old thread but I think it still garners some interest.

    http://www.daz3d.com/forums/discussion/2454/

    Post edited by JohnDelaquiox on
  • V3DigitimesV3Digitimes Posts: 3,365
    edited December 1969

    So I can take the Wachiwi figure mat and adjust it for middle of the road skin tones. however say turning the lotus flower mat (almost pure white), into an Aztec figure is just out of the question... for now.

    This is really sounding like a very capable little plugin, tho little may be the wrong word.

    :) That's exactly that... You just proved it, no need to understand melanocytes to catch the idea.
    Just the darker the figure, the most you also have to tune better the SSS to increase realism. (I think Wachiwi is not a lot darker than Gianni? For instance on one of the previous post you have a pretty clear Gianni portrait)

    nemesis10 said:
    It looks like a fine product for fantasy or sci fi products. Hopefully, people do realize that even the palest people or the darkest people have palms, soles, tongues, etc... that are pretty much the same color so this is not the ideal tool for radically changing realistic skin colors.

    Yes, this works fine for skin tones variations of white skins themselves, or of dark skins themselves, or plenty of fantasy skins, but I have not managed so far to turn a white figure in a dark one. Since I tried to test this morning if I could turn a black skin in a white skin (I could not have realistic things), I post here some of the renders obtained tweaking a bit base Hue Saturation and Value as well as both SSS features. The most "white" skin is the 6th left, first line, maybe I could do better but I lack of time. The darkest one is the fourth of fifth one on the second line.

    Now there is something that I have included and not exploited yet, this is the fact that the Hue change is mappable... (I wanted to "rainbow" figures but once again I lacked of time).


    have you done any tweaks to the ambient surface settings in this set.

    This is a bit of an old thread but I think it still garners some interest.

    Ambient is just connected to ambient DS Default Material Brick exactly like usually, and ambient strength is 0 by default. I planned the way I built this shader to be completely evolutive, meaning that all the files, scenes, materials, and so on, which will be built using this will (for the skin and all the other shaders included), will always call the same single file. So adding things as options could be possible as long as they do not alterate the way the shader behaves "initially by default" and for instance adding properties to ambient could I think, be possible.
    This could be eventually changed within the shader mixer, but I'm interested to know what then would be expected from a modified ambient. Change Hue lightness and saturation of it? Anything else? Note that I'm not saying I'm gonna make it tomorrow, but this is interesting to know the needs :)

    PreliminaryTestsOnDarkSkinSmall.jpg
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  • JohnDelaquioxJohnDelaquiox Posts: 1,197
    edited August 2014

    Well, when ever one uses an ambient map on a Daz model like V4 or Genesis One and or Two. It shows up a little flat. The surface should be a bit more translucent so that the ambient map actually pops. As I have stated before, a faux or fake bloom effect would be cool.

    http://www.daz3d.com/forums/discussion/2454/

    http://gaygamer.net/images/The Undergarden review.png
    http://nintendookie.files.wordpress.com/2010/11/the-undergarden-screen-1.jpg
    http://mobay.vn/wp-content/uploads/2014/07/95c869281834e293aaf3ec8104fcf95b.jpg
    http://halofanforlife.com/wp-content/uploads/Human-Colored-Cortana.jpeg
    http://fc06.deviantart.net/fs70/f/2012/174/f/2/mmd_cyber_miku_glow_by_emd_neko_chan-d54kyrv.jpg
    http://www.lumigram.com/
    http://data1.whicdn.com/images/64408006/large.jpg
    http://www.artificeclothing.com/em/shop/scripts/prodView.asp?idproduct=310
    http://fc05.deviantart.net/fs71/i/2013/037/8/5/3d_glowing_spheres___xbox_style_by_ryanr08-d4pswem.png

    I have included two samples of a project I am working on. One using the Advanced Metal Shader and the other using the SSS Shader

    Nova_modified_res.png
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    I_can_be_anything_2.png
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    Post edited by JohnDelaquiox on
  • vindazivindazi Posts: 671
    edited December 1969

    So if I get the gist of this thread, this will be very useful for creating alien and fantasy figure or making minor tweaks to the skin tone of a character but you could not slide through the range of human skin tones as happens in nature?

  • vindazivindazi Posts: 671
    edited December 1969

    So if I get the gist of this thread, this will be very useful for creating alien and fantasy figure or making minor tweaks to the skin tone of a character but you could not slide through the range of human skin tones as happens in nature?

    Is there a product that can do that?

  • JabbaJabba Posts: 1,461
    edited December 1969

    vindazi said:
    ...but you could not slide through the range of human skin tones as happens in nature?

    Not with the same texture (pale white skin still won't work for sub-saharan tones, and afro texture won't turn into albino etc), but if you plan smart i.e. have a selection of textures to choose from - a light, a mid, a dark, and from that base you should be able to get a very wide cross-section of realistic tones.
  • RCDescheneRCDeschene Posts: 2,816
    edited August 2014

    Wow! This looks REALLY great! :cheese:

    I'm curious to see how this fairs on toon skins like Hitomi and 3D Universe characters. I can never seem to find the right balance to make convincing ethnicity with those. May I kindly ask to see a few tones with the something like the Hiro 5 default skin, please? Just a basic quartet of the usual Caucasian, African, Asian, and Native will do. :)

    Post edited by RCDeschene on
  • V3DigitimesV3Digitimes Posts: 3,365
    edited December 1969

    Well, when ever one uses an ambient map on a Daz model like V4 or Genesis One and or Two. It shows up a little flat. The surface should be a bit more translucent so that the ambient map actually pops. As I have stated before, a faux or fake bloom effect would be cool.

    http://www.daz3d.com/forums/discussion/2454/

    http://gaygamer.net/images/The Undergarden review.png
    http://nintendookie.files.wordpress.com/2010/11/the-undergarden-screen-1.jpg
    http://mobay.vn/wp-content/uploads/2014/07/95c869281834e293aaf3ec8104fcf95b.jpg
    http://halofanforlife.com/wp-content/uploads/Human-Colored-Cortana.jpeg
    http://fc06.deviantart.net/fs70/f/2012/174/f/2/mmd_cyber_miku_glow_by_emd_neko_chan-d54kyrv.jpg
    http://www.lumigram.com/
    http://data1.whicdn.com/images/64408006/large.jpg
    http://www.artificeclothing.com/em/shop/scripts/prodView.asp?idproduct=310
    http://fc05.deviantart.net/fs71/i/2013/037/8/5/3d_glowing_spheres___xbox_style_by_ryanr08-d4pswem.png

    I have included two samples of a project I am working on. One using the Advanced Metal Shader and the other using the SSS Shader

    OK I see a lot of remarks or interrogations here so I'm going to answer in a few post not to mix everything,
    First John, thanks for the images I understand what you feel like reaching.
    I've thinking of your faux bloom from time to time since the last post about it. Ambient could be a strong part of it, but ambient itself should not be able to reproduce it all. If you have a look at this very interesting wiki, http://en.wikipedia.org/wiki/Bloom_(shader_effect) you see it depends on lights and HDR but can be faked by computation, in games this is the way it's done "to produce the bloom effect, the HDR images in the frame buffer are convolved with a convolution kernel in a post-processing step, before converting to RGB space. The convolution step usually requires the use of a large gaussian kernel that is not practical for realtime graphics, causing the programmers to use approximation methods".
    So light/camera is probably a major part of it and I guess effects could be added.
    Furthermore, Bloom appears where the surface receives (emits) a lot of light, (not in the shadow), so I guess if the skin must be interacting with light to produce bloom, this is why ambient, which is 100% NOT dependent on light, cannot do the trick on its own. It should be more dependent on a specular element. Maybe connecting a specular output to the ambient strenght input could help.
    One more tip to drive us to additional camera and light (or atmosphere) elements is that DS standard camera calculates ONLY surfaces colors (except if atmosphere). Yet, when you have a look at bloom, it is not ON the surface, it is radiating out of it, but the classical camera do not calculate points above a mesh surface, just on it. It will NEVER (except for fog effect) calculate points on the image which are not on surfaces, making bloom difficult to reach without tweaking camera and/or lights. I keep this in a corner of my head.

    Very nice projects you develop here by the way :)

    Now I'm gonna go for the other remarks, with a few renders of black rendered skins using white initial maps, since with all the previous post, I could not help testing what I could reach, I've just tested the creation of black skins with white bases since it was the easiest way I think.

  • V3DigitimesV3Digitimes Posts: 3,365
    edited August 2014

    OK I go on with the replies :

    Wow! This looks REALLY great! :cheese:

    I'm curious to see how this fairs on toon skins like Hitomi and 3D Universe characters. I can never seem to find the right balance to make convincing ethnicity with those. May I kindly ask to see a few tones with the something like the Hiro 5 default skin, please? Just a basic quartet of the usual Caucasian, African, Asian, and Native will do. :)

    I MP you ASAP the images.


    vindazi said:
    So if I get the gist of this thread, this will be very useful for creating alien and fantasy figure or making minor tweaks to the skin tone of a character but you could not slide through the range of human skin tones as happens in nature?

    Is there a product that can do that?

    ...but you could not slide through the range of human skin tones as happens in nature?

    Not with the same texture (pale white skin still won't work for sub-saharan tones, and afro texture won't turn into albino etc), but if you plan smart i.e. have a selection of textures to choose from - a light, a mid, a dark, and from that base you should be able to get a very wide cross-section of realistic tones.

    Initially, it has been designed to allow skin tones variations within a family of skins. When previously it has been told that there was no way to get realistic black skins over the whole surface of a white skin image map, this means that actually, you will generally have problems of realism on very specific skins parts, such as the palms of the hands, some genitals, bottom of the feet, because each skin family (dark, medium, white) has on these parts of the body very specific characteristics of colour variations regarding the rest of the body. The problem happens ONLY when you go out of these charactertics of this skins base.
    Here 3 images, constant light set, constant texture sets. Just the amazing skins presets change.
    But if you take a white base skin, you will have no problem on a large gamut of white skins (pale, neutral, warm, cold, tanned), a medium skin base, you will have no problem on a large gamut of medium skins, and black based skins, you will have no problem on a large gamut of black based skins (light/medium brown to dark black), it also depends how the textures have been designed.

    That is what Jabba101 (thank you for that Jabba) has perfectly summarised :)
    With 3 or 4 basic textures, you can cover all the Caucasian, African, native, Asian skin tones.

    Now if these parts the bodies are not seen on the image, you can reach all the tones of skins.
    Just when it take a very pale skin and turn it dark black, the hand palms will be in the frame it may look not realistic regarding hand palms characteristics. But if you do not frame them, like on the images, then it can be ok. The thing is that the results will be much more realistic all over the body when you stay within the family of tones of the initial map is initially designed for.
    Here are examples of skins I made this afternoon, using a the Gia initial Material then amazing skins. For black skins, I had to force a bit one of the hidden parameters. But you see that based on a single texture, you can reach a lot of things.
    Please note that the presets are not optimised, they were just tests since I did not plan initially to make black skins over white textures sets :)


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    Post edited by V3Digitimes on
  • vindazivindazi Posts: 671
    edited December 1969

    Jabba101 said:
    vindazi said:
    ...but you could not slide through the range of human skin tones as happens in nature?

    Not with the same texture (pale white skin still won't work for sub-saharan tones, and afro texture won't turn into albino etc), but if you plan smart i.e. have a selection of textures to choose from - a light, a mid, a dark, and from that base you should be able to get a very wide cross-section of realistic tones.

    When you say it won't work, do you mean it is not technically doable? In nature there are no asian , afro, or other skin textures and it is done all the time, think sun tan or skin bleaching or evolution. Is it possible with just a "human" skin texture?

    I am doing a project which requires morphing skin tones on the same character from very albino like to very dark. I am hoping to do it in Daz.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited September 2014

    I got out of the loop somehow, oops.

    To repeat and summarize others, when you change the brightness of an image, everything in that image gets adjusted. Places like palms, bottoms of feet, etc, tend to be lighter. It will take some tricks to darken a light skin texture allot, and keep the palms light. minor changes will not show this side effect as much as say extreme contrast changes.

    B.T.W. I guess I'll need to get Gia Pro now, lol. The test renders all look really good.

    Post edited by ZarconDeeGrissom on
  • riftwitchriftwitch Posts: 1,439
    edited December 1969

    vindazi said:
    Jabba101 said:
    vindazi said:
    ...but you could not slide through the range of human skin tones as happens in nature?

    Not with the same texture (pale white skin still won't work for sub-saharan tones, and afro texture won't turn into albino etc), but if you plan smart i.e. have a selection of textures to choose from - a light, a mid, a dark, and from that base you should be able to get a very wide cross-section of realistic tones.

    When you say it won't work, do you mean it is not technically doable? In nature there are no asian , afro, or other skin textures and it is done all the time, think sun tan or skin bleaching or evolution. Is it possible with just a "human" skin texture?

    I am doing a project which requires morphing skin tones on the same character from very albino like to very dark. I am hoping to do it in Daz.

    In the real world, human skin has melanocytes, which respond to UV radiation and produce darker skin. However, darker-skinned people have more melanocytes than lighter-skinned people, so skin color is the result of the number of melanocytes PLUS the amount of UV the person is exposed to. But palms and soles don't tan, no matter how many melanocytes one has, nor how much sun one gets. The problem for 3D figures arises since there is no skin surface for palms, for example, that is separate from the rest of the hand texture. Changing material settings to darken the skin, then, will result in the palms getting darker, which is unnatural. Even if there were separate palm and sole surfaces that could be excluded from changes made to the rest of the skin, you would then end up with a very distinct line between the lighter and darker surfaces, which would be equally unnatural.

    Skin Builder should be able to do what you want, as the basic interface allows you to blend between 4 base skins ranging from very light to very dark. Then use Amazing Skins for further tweaking and enhancement.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited September 2014

    Skin Builder, I didn't think of that, sorry. One note with that. It has four basic textures that it mixes to get the final color. using your own texture map isn't exactly what that product was made for.

    Also I don't think the save skin color preset was worked out yet, I'll need to read that thread again.
    http://www.daz3d.com/forums/discussion/38095/
    It's allot of reading.

    Post edited by ZarconDeeGrissom on
  • V3DigitimesV3Digitimes Posts: 3,365
    edited December 1969

    I got out of the loop somehow, oops.

    To repeat and summarize others, when you change the brightness of an image, everything in that image gets adjusted. Places like palms, bottoms of feet, etc, tend to be lighter. It will take some tricks to darken a light skin texture allot, and keep the palms light. minor changes will not show this side effect as much as say extreme contrast changes.

    B.T.W. I guess I'll need to get Gia Pro now, lol. The test renders all look really good.

    That's it. Now, there are more thing. I just don't change the brightness of the image. Here are the tricks I used to darken the skin, and yet maintain a coherent skin aspect : For very darks skins based on clear skin, you premultiply the diffuse by a dark color, and then readjust the hue you add to this premultiplied map, dial the amount of amount of hue change you have, then re-adjust the brightness of that, and then the saturation of it. Then you have your new base diffuse, and since it is very dark, you have to go for strong amounts of SSS and specular (since they are based now amongst other things on this black color).

    One trick I did is for white to black skins to increase the hidden parameter which defines how much the diffuse map brightness increases before going in specular. This allows to start for white specular and then to define its color separately.
    BTW : Thanks for the test renders! I started with Gia because the map is in the middle range of the tones, neither to pale, nor too dark, easier to reach more states, but now I've found the exact way to do so, I'm confident you can have it on other white figures too.
    The solution for total race change exists : Hue change is already mapped. Now I could just remake a shader to add "strength map" to Value and Saturation change, and then the problem is 100% solved since you just have to map the strength of brightness and saturation change on the palms. :)

    Skin Builder, I didn't think of that, sorry. One note with that. It has four basic textures that it mixes to get the final color. using your own texture map isn't exactly what that product was made for.

    Also I don't think the save skin color preset was worked out yet, I'll need to read that thread again.
    http://www.daz3d.com/forums/discussion/38095/
    It's allot of reading.

    The main difficulty in changing the family of skin (from black to white, white to black), is easy to understand : White skins have palms "almost" the color of the body. Black skins have palms "much more" bright (higher value") than the rest of the body. When you make the color change you cannot take this into account. Skin builder indeed includes 3 (or 4?) base maps for that, one for white, one for black, one brown (a forth one I cannot find), this is great, but you cannot go out of these maps. So you can start with builder, and fine tune the whole color range with amazing skins. As I mentioned higher, skin builder and amazing skins are completely complementary and 100% compatible.
    Skin builder is yet limited to females, and you cannot for instance use the other texture sets in the market. If you want to use all the textures sets you own or which are available on the market, (A6, V6, any materials in fact), in order to do racial change, then you can use amazing skins. It seems that for now Zev does not plan male, so for male figures, the only solution is amazing skins.

    So the solution is : If you want fully interracial variations of skin you can do it with amazing skins, knowing that the palms and bottom foot characteristic will not respect the melanocyte distribution of the race you change for. For females you can use together skin builder with amazing skins, the melanocyte distribution is then respected. For males, there is just amazing skins.

    If you don't go for interacial color change (meaning you do not go from white to dark black), but just want to have whites figures becoming tanned, pale, thick, reddish, white brown, or brown figure going white, light brown, middle brow, yellow brown, dark brow, or if you want to have black figure going brown, middle black, dark black, brown black, then it will be ok for you. There is a huge range of skins you can browse without noticing any melanocytes distributions issue. If you want to have any skin going sci-fi or fantasy, with or without special specular (highlights) effects, with or without special SSS (huge or negative scatter, deep colorised sheen) effects, this will work perfectly too, especially taking into account that you have 2 skin randomisers included doing the job for you :)

  • Three WishesThree Wishes Posts: 471
    edited December 1969

    The timing on this release couldn't be more perfect. I've been driving myself nuts trying to figure out how to get a particular unusual skin tone without moving the whole project into MODO. I'll be waiting at the checkout lane with a catcher's mitt when this one lands. :D

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited December 1969

    dhtapp said:
    The timing on this release couldn't be more perfect. I've been driving myself nuts trying to figure out how to get a particular unusual skin tone without moving the whole project into MODO. I'll be waiting at the checkout lane with a catcher's mitt when this one lands. :D
    I hope your catchers mitt is ready, lol. That daily sails e-mail I just read took me by surprise, I thought it was months out or something.
  • V3DigitimesV3Digitimes Posts: 3,365
    edited December 1969

    Exact, just released!
    When you mention months, Indeed I'm working "in secret" on these skins since the month of April, but I communicate on them only since I feel I am satisfied by their results and flexibility.
    Any questions you can ask them here, I'll do my best to answer.

    I've made one more new video presentation, concerning Manual skin set-up in amazing skins (tweak the dials yourself), Manual skin set-up in amazing skins :
    this presentation is dedicated to the people who you not like to use only the included presets and sub-properties presets, but would like to go for a personal and manual customisation of the skin.
    You will discover, what are the 4 important groups of dials to adjust the properties of the skin, the way to access them fast and what the individual dials can do for you.
    Globally you will find out how to make the multiple surface selection of the surfaces and access for all these surfaces together only the group of parameters you want to customise, for each of the four main properties (color change, main SSS, deep SSS, specular).
    More in detail The Influence and tips :
    - about Hue Saturation and Value PreProcess
    - about Hue Saturation and Value PostProcess
    - about how to define properties (effects repartition, total amount, individual colours) and your first level of Subsurface scattering.
    - about how to define properties (effects repartition, total amount, individual colours) and your second level of Subsurface scattering.
    - about how to drive shapes, colour, vertical and horizontal sizes and strength of the highlights in order to go for more wet or more dry skins, or for special effects of gloss (highlights).
    - a Rapid presentation of the sub-properties presets (base colours, Main SSS properties, Deep SSS properties, Gloss Properties, and other tools) already included.
    - Rapid randomised skins.
    Link : http://youtu.be/pYBD4Pm28Qg

    Finally just a reminder The purpose of the amazing skins is not only to be able to customise skins, but also to be efficient and funny, so the purpose is multiple :
    - to calculate faster (up to 4 times faster - maybe more - on HD figures),
    - to calculate without any freeze (to see immediately if skin is the one you want or not)
    - to be able to go all through the color range of a given skin,
    - to apply it on ANY G2 figure, ANY texture set you have, thanks to the main applier of the main folder.
    - to include different skins variations full presets for (almost) all the G2 figures out until Lee (including Lee)
    - to apply it on ANY FIGURE you have, even if not Genesis 2, (Genesis, V4, M4) thanks to the fact I also included ALL the shaders used on G2 version in their shader versions too. Select surfaces, apply the shader of the same name, then tweak material manually if necessary. Video demonstration is online (see main topic for all links)
    - to include presets for beginners, going from full material presets to full ready to render, via only partial presets.
    - to include several high quality lights sets so that beginners and intermediate users can immediately have great renders
    - to include ready to render scenes to have starting points and to help beginners not to begin from scratch, with figures dressed, posed, framed, lightened on a background.
    - to include everything included in the ready to render scenes in order to make your own scenes.
    - to allow light skin corrections or strong colour change, or black and white skins, or sepia skins, and many more driving simultaneously Hue, Saturation and Value on the diffuse maps, recreating a fresh new diffuse base during the render steps.
    - to allow more effects driving Hue, Saturation and Value on the final skin rendered (applying then on Diffuse + 2 SSS levels + Specular),
    - to master two layers of SSS, with for each dials both for scatter and sheen amount and colors, as well as their total amount in the render, with limits increased for special effects in fantasy render (negative scatter allowed for crazy effects)
    - to dial the horizontal and vertical size of the specular shapes for the highlights independently of the UV map.
    - to deform the specular highlights for more sci-fi and fantasy effects.
    - to organize all these dials with relevant names in 4 categories, and allowing with simple filters to access each group of skin properties in an organized way : one for color change gathering all the HSV drivers, one for full main Subsurface scattering management (colors, repartition, amount of scatter and sheen and of their sum), or for deep SSS (colors, repartition, amount of sheen, scatter, and color of deep skins plus total amount of all that), and one for specular (color change, strength of this color change, total amount, and Horizontal and vertical size, plus deformation dial. A hidden parameter you can access to increase the way you lighten the diffuse before sending it so specular color.)
    - to be well documented so that people really wishing a full customization they create themselves
    - to be entertaining and funny for people willing to create their own presets using the skin randomizer (just need to apply either any full preset or the main applier first, then double click frenetically the randomizers and render).
    - and probably many other things I do not remember right now :)

    You can drop some of your renders in this topic, I'd be very happy to see what people create, or just render, with them.
    And of course, I'll do my best to answer the eventual questions :)

  • JabbaJabba Posts: 1,461
    edited December 1969

    Downloading now... I think this is a "must have" and could see me using this as much as I use Age of Armour's advanced lights etc.

    I don't have time to test it right now, but I'm really looking forward to trying it out.

    Cheers!

  • SimonJMSimonJM Posts: 6,067
    edited December 1969

    Jabba101 said:
    Downloading now... I think this is a "must have" and could see me using this as much as I use Age of Armour's advanced lights etc.

    I don't have time to test it right now, but I'm really looking forward to trying it out.

    Cheers!


    Same here! :)
  • LinkRSLinkRS Posts: 168
    edited December 1969

    Does anybody know, will this work in Carrara 8.5? Thanks!

    Rich S.

  • JohnDelaquioxJohnDelaquiox Posts: 1,197
    edited December 1969

    If one just wanted the shader, what should they purchase?

    I don't really use Genesis 2 content.

  • V3DigitimesV3Digitimes Posts: 3,365
    edited December 1969

    LinkRS said:
    Does anybody know, will this work in Carrara 8.5? Thanks!

    Rich S.

    Wow, I could not answer to this. It depends on how DS and Carrara interact. On the principle, it is a DAZ Studio full material designed with special skin/eyes types out of DAZ Studio shader mixer including special bricks coming from DAZ shader builder. I also included all the shaders versions of them. I don't know how this can interact with Carrara, since I do not have this software.

    If one just wanted the shader, what should they purchase?

    I don't really use Genesis 2 content.

    If you want only the shader versions, you do not need the bundle, one of the two sub product is enough.
    For males and females the brick network is the same, the difference between male and female relies in the default colors, amount of SSS and specular properties which will by default apply. One presents better on male skins, the other one better on females. But I would say chose the one you feel like.
    You have the example video here to load the shader version on Genesis 1 (David 5):
    Link : http://youtu.be/HGERXseV63E
    Then you have examples showing the important parameters taken into account in skins (shows more in detail the little tips shown on David) :
    http://youtu.be/pYBD4Pm28Qg

    I'm testing presently a V4 skin on G2 with amazing skins, (London texture by Danae). V4 skins work really fine too.

  • JUJUJUJU Posts: 1,132
    edited December 1969

    I have just played a little bit with it.... and I like!!!
    Especially I like what it does with SSS Shaders.... and with rendertime ;)
    I really like how the skin looks after and I like to save time while rendering ;)

    I like!

    AmazingSkins2.jpg
    800 x 482 - 43K
  • JUJUJUJU Posts: 1,132
    edited December 1969

    :red: ...ok.... I have a problem.... My M6 wears no pants so..... he needs this shader everywhere.... but on it seams not to work on the g.. hmm...you know... on that what is in his pants ;)
    Any suggested solutions?

  • oomuoomu Posts: 175
    edited December 1969

    Hello

    just to say I'm not sure if I will be able to use that shader but I will buy it anyway because you put a lot of time in your answers and explanations here, it was very interesting and useful. Quite impressive.

    I may use it to do a better skin for my goblin gal :) http://yupasama.deviantart.com/art/Gobeline-dans-un-palais-462267791


    thanks.

  • V3DigitimesV3Digitimes Posts: 3,365
    edited September 2014

    Hi! I'm very happy you ... well happy you are happy :)
    Sincerly, this was the kind of feedback I hoped to have, and this is a really nice present this compliment you make on my skins.

    A factor 5 times faster in render time, that's nice. (My own personal record is 8, but it only happened once)

    I like your render, especially your figure is really well morphed!

    Concerning the g***... well, what is under the pants, you should apply the "Shader" and not the material version, since the "material" is initially made without g*** by default, most people rendering without that.

    For this I have included the shader (for this and for older generations of figues). You have :
    - Select your G** surfaces (... I mean the one of your figure of course )... with the SURFACE SELECTION TOOL.
    - Browse to folder 06ShaderVersions; In this folders, you have all the types of new materials I created, but in their shader version, meaning that you can apply on any surface. Now double click on the shader named "shaderforskinparts" once the G** surface is selected. And now you should have all the dials of amazing skins. Then you just have to match the settings of the G*** to the ones of the rest of the skin...
    I have never rendered G*** because of my small children at home, but what I would do would be, now that the G*** "wear" amazing skins to right click on torso, make copy selected surfaces, then right click on the G** and make "paste to selected surfaces. I cannot be 100% sure for this last test, since I have never done it before.

    EDIT ERRATUM : do not make the surface copy paste I said up above!
    If you want to be sure to have the same settings you have several options, the easiest being (I've remade it in parallel) :
    Once you have loaded amazings skins on genesis 2, then with the surface selection tool select genesis 2 male skin, lips and in genitals select the two surfaces. Then go in folder 06 and double click the "shader for skin parts". So now everything has the same shader, with the same settings. There are other ways if you do not like this one.

    Go on with the edit : after applying the shader on genitals, you can save it as a material not to be forced to re-do it each time.
    and if you want to change the properties of the skins, then select in the surface tab all the "skin" + lips, eventually fingernails and toenails, and simultaneously both the genitals surfaces. Hold on the CRTL key while selecting allows multiple selection. Then when you change something in the surfaces editor everything will change the same;
    Do not forget the list of keywords in the surface tab "enter filter text" : Hue for hue, satu for saturation, valu for value, main for main SSS, deep for deep SSS, spec for specular, and this is it :)

    That's what I show here for David 5 skin ( http://youtu.be/HGERXseV63E ), but instead of doing this for the whole skin, you do on G** AND whole skin + lips...

    Of course, do not share your g*** render here :) but it would be nice to let me know if you are happy with the way it works.

    Tip : you can increase specular for better skin effects, but set up your lights first.
    Tip 2 : you can use or adapt one of the lights sets included if you do not feel like developing your own..

    Tell me if all this is ok :)

    Post edited by V3Digitimes on
  • Richard HaseltineRichard Haseltine Posts: 107,883
    edited December 1969

    Did you try applying the shader to the genitals?

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