Map Manager [Commercial]

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  • V3DigitimesV3Digitimes Posts: 3,419
    dracorn said:

    I just reviewed the summary of the scripts at the beginning of the manual, and have a question.

    I frequently modify skin maps in Photoshop and manually load them to the figure, which can be pretty tedious when you include specular, bump, normal and translucency maps.  I saw that scripts will copy maps from one surface to another, but what about loading the maps from a folder?  

    Actually the script does not do what you think. You are not the first one to ask this for maps, the "load it all" from a folder. I don't plan to do it short term, but I don't exclude doing this one day or another but this would not interest a large audience, so for now, I prefer work on stuff that either make me learn new things or things that interest a lot of people.  

  • V3DigitimesV3Digitimes Posts: 3,419

    Map manager was updated so that the "figure" specific scripts are now compatible with Genesis 8.1 skin surfaces too. The update was realeased a few days ago.

  • emoryahlbergemoryahlberg Posts: 133

    Hi V3Digitimes - Canyou explain how the script identifies whether a character is G3, G8, etc? For some reason, it won't recognize my character in the scene. The character's scene ID seems to be correct and other scripts that work for 8.1 work on her. Thank you for any help!

  • V3DigitimesV3Digitimes Posts: 3,419

    Hi, the script checks the figure name (the name not the label you see), and compares it to the list of figures supported by the script. That's the same procedure I use in all the scripts working on human figures. Are you sure that you work on the updated version of the product? Because the initial version did not support G8.1, and I made an update several weeks ago so that Genesis 8.1 is now also supported.

    If you are sure that you work with the updated version, I join you here a script that you can launch once your figure is selected to check the name seen by the script. You can save it anywhere and drag and drop it in your viewport once your figure is selected (or place it in a content folder and launch it via the content manager). It will pop up a message telling you the name seen by the script.

    Let me know what name is displayed in the pop up message, and which script(s) has (have) an issue, so that we see how the issue can be solved!

    dse
    dse
    DISPLAY FIGURE NAME.dse
    496B
  • DeeceyDeecey Posts: 187

    I apologize for resurrecting an older thread, but I am not sure if Map Manager does what i was hoping to do. If you can clarify I'd be grateful!

    Let's say I start with a figure that has no textures applied, but does have everything else preset. I'm a little confused by the descriptions of each script ... does Map Manager allow you to start with a skin shader that has no textures applied, and then assign diffuse, roughness, normal, subsurface scattering, opacity, and AO textures?

    If I select materials and then try to use the shader mixer it starts off with a new "generic" shader tree, but basically all I really need to do is edit texture paths and filenames.

    Thanks in advance.

  • V3DigitimesV3Digitimes Posts: 3,419

    Hi, no problem at all, and thanks for asking.

    I think the answer depends on what you mean by “assign textures”.

    Map Manager is mainly a map management and transfer tool. It does not rebuild a shader in Shader Mixer, and it is not designed as an automatic “load a full texture set from a folder by filename” tool.

    What it can do is work on the existing material/shader properties exposed in Daz Studio. So if your figure A already has the correct skin shader and material settings, but the map slots are empty, Map Manager can fill those slots by copying maps from another mapped surface, another figure B, or another property - of figure A or B, depending on the script you use.

    For example, you can copy Base Color maps to Diffuse Color, Normal maps to Normal Map, Bump maps to Bump Strength, or even copy one type of map to another property if you want to experiment, such as SSS to translucency color. The target property may be empty; that is not a problem. The important point is that the source map must already exist somewhere in the scene/materials, on this figure or another figure for Map Manager to copy it.

    If you mean: “I have a folder containing diffuse, roughness, normal, SSS, opacity, AO maps, and I want Map Manager to automatically detect the filenames and assign each map to the correct surfaces/properties”, then no, that is not what Map Manager was made for.

    Map Manager works with the mappable properties exposed by the current shader. A map found in one property, for example an AO, Base Color, Normal, Bump, or SSS-related map, can be copied to any other mappable property available on the target surface. However, Map Manager does not create new shader channels or rebuild the shader tree; the target property must already exist in the shader used by the material.

    So, in short: yes, Map Manager can help you edit/copy/replace map assignments without using Shader Mixer, while keeping the current shader structure. But it is not a full texture-set importer from loose files on disk.

    Please also note that I am not sure whether the Genesis 9 update has already been submitted for this product. If I remember correctly, this update was bundled with the Daz Studio 6 compatibility update, and I prefer not to submit DS6-related updates until I consider them safe and stable enough for release.

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