LIE Baker thread / Documentation?

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Comments

  • dracorndracorn Posts: 2,353
    edited December 1969

    Hating to be a pain, but except for the last two paragraphs, that's the exact same text that's on the sales page. I was hoping for some info on how the images are stored...

    Specifically - I'm not sure what exactly what this is supposed to mean: "Only the surface elements that have LIE will be copied over to the location of your choice, all other texture files remain in their original locations." My interpretation is that the image stored is a combination of both the original texture and the add-on LIE elements, which brings up the question of whether I can delete the original texture from my runtime and still have the LIE Builder preset work. Also, there's a question of the resolution of the saved Preset, as what I'd like to be able to do is take the same base texture and then create a series of progressive presets (say, an outfit that gets progressively dirtier over a set), and it would be easier to do that by continually adding to the preset as one goes along.

    Let's see if I can explain it better... (I'm much better at writing code, then typing in human ;) )

    I'm going to use G2F as an example.

    You have a character texture loaded like Bree, where all of the textures used are located at: Runtime\Textures\DAZ\Characters\MilWom\V5

    Then you use a product like my Instant Makeup for V5 UV Skin Sets to apply some makeup.

    In this case only the face is using LIE. DAZ Studio has created a temporary file and has given it some temporary name. With that done, you would start LIE Baker, which would only copy over the temporary files to the folder you have selected for Path for Baked LIE Texture Files. The name of this files would be Face[material surface name]_[the temporary name DAZ had assigned]. No other files are copied to that folder. When the preset is created it maintains the filepath and filename of the textures that had no LIE to the original, but the pointers to Face surfaces will now be to the path you selected with the new created filenames.

    Does that help?

    My question is: Where does DAZ store the temporary file for the face only?
    I had gotten LIE Baker to work this way:
    1. Loaded my character (saved as a character preset).
    2. I used Skin Builder to create a new texture, then saved that as a Material Preset.
    3. When I baked it, I set LIE Baker to look in my Presets\Materials folder for Materials, but I wasn’t sure where to set it to look for Textures so I used the same path as Materials.
    4. I created a new scene and loaded my original character, then loaded the baked material preset.

    This worked to get the overall skin with one set of makeup, but I need to figure out how to create separate makeup files:
    1. When I save a Material preset for makeup only, do I uncheck parts of Genesis/G2 that are not associated with the face? Am I doing this wrong?

  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    dracorn said:
    Hating to be a pain, but except for the last two paragraphs, that's the exact same text that's on the sales page. I was hoping for some info on how the images are stored...

    Specifically - I'm not sure what exactly what this is supposed to mean: "Only the surface elements that have LIE will be copied over to the location of your choice, all other texture files remain in their original locations." My interpretation is that the image stored is a combination of both the original texture and the add-on LIE elements, which brings up the question of whether I can delete the original texture from my runtime and still have the LIE Builder preset work. Also, there's a question of the resolution of the saved Preset, as what I'd like to be able to do is take the same base texture and then create a series of progressive presets (say, an outfit that gets progressively dirtier over a set), and it would be easier to do that by continually adding to the preset as one goes along.

    Let's see if I can explain it better... (I'm much better at writing code, then typing in human ;) )

    I'm going to use G2F as an example.

    You have a character texture loaded like Bree, where all of the textures used are located at: Runtime\Textures\DAZ\Characters\MilWom\V5

    Then you use a product like my Instant Makeup for V5 UV Skin Sets to apply some makeup.

    In this case only the face is using LIE. DAZ Studio has created a temporary file and has given it some temporary name. With that done, you would start LIE Baker, which would only copy over the temporary files to the folder you have selected for Path for Baked LIE Texture Files. The name of this files would be Face[material surface name]_[the temporary name DAZ had assigned]. No other files are copied to that folder. When the preset is created it maintains the filepath and filename of the textures that had no LIE to the original, but the pointers to Face surfaces will now be to the path you selected with the new created filenames.

    Does that help?

    My question is: Where does DAZ store the temporary file for the face only?
    I had gotten LIE Baker to work this way:
    1. Loaded my character (saved as a character preset).
    2. I used Skin Builder to create a new texture, then saved that as a Material Preset.
    3. When I baked it, I set LIE Baker to look in my Presets\Materials folder for Materials, but I wasn’t sure where to set it to look for Textures so I used the same path as Materials.
    4. I created a new scene and loaded my original character, then loaded the baked material preset.

    This worked to get the overall skin with one set of makeup, but I need to figure out how to create separate makeup files:
    1. When I save a Material preset for makeup only, do I uncheck parts of Genesis/G2 that are not associated with the face? Am I doing this wrong?

    This saves all of the materials of the object.. There's no place to just select save out face... LIE Baker wasn't built for just Genesis 2, It can be used on anything that has used LIE in a material setting.

    #2 There's no reason to save that out as a Material Preset.

    #3 LIE Baker does not go out and look for Materials or Textures from those places... That's where it's going to create the Material Presets and Save the baked textures files.

    If you are asking about separate makeup files that could be used on other character textures... You can't. If you just want to save different makeups for the full textures set you created with Skin Builder (or any other character set).. You would have to use DS's Save As Material Preset and select which materials surfaces you want to save.

  • kyoto kidkyoto kid Posts: 41,861
    edited December 1969

    ... OK here's an interesting question. Would a baked and saved LIE texture preset work in Carrara?

  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    Kyoto Kid said:
    ... OK here's an interesting question. Would a baked and saved LIE texture preset work in Carrara?

    That was discussed on the previous page. If Carrara can load Materials from .duf files, then yes. I don't know Carrara myself.

  • kyoto kidkyoto kid Posts: 41,861
    edited December 1969

    ...I'll have to give that a try. When I loaded my Leela character in last time she showed up sans the freckles from the Skin Overlay.

  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    Kyoto Kid said:
    ...I'll have to give that a try. When I loaded my Leela character in last time she showed up sans the freckles from the Skin Overlay.

    Tell me if it works

  • BeeMKayBeeMKay Posts: 7,019
    edited November 2014

    First of all, thanks for creating this script. :-)

    Well, it kind of works in Carrara...
    The file loads, but it gives me not so nice seams. But that could also be due to my ineptness with using shader prsets in Carrara.
    The other imagge shows the same preset used in DS, where it works beautifully.

    Daz.JPG
    619 x 569 - 26K
    Carrara.JPG
    644 x 459 - 23K
    Post edited by BeeMKay on
  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    lee_lhs said:
    First of all, thanks for creating this script. :-)

    Well, it kind of works in Carrara...
    The file loads, but it gives me not so nice seams. But that could also be due to my ineptness with using shader prsets in Carrara.
    The other imagge shows the same preset used in DS, where it works beautifully.

    This might be something you want to put over on the Carrara Forum... They would be able to help you there.

  • dracorndracorn Posts: 2,353
    edited December 1969

    This saves all of the materials of the object.. There's no place to just select save out face... LIE Baker wasn't built for just Genesis 2, It can be used on anything that has used LIE in a material setting.

    #2 There's no reason to save that out as a Material Preset.

    #3 LIE Baker does not go out and look for Materials or Textures from those places... That's where it's going to create the Material Presets and Save the baked textures files.

    If you are asking about separate makeup files that could be used on other character textures... You can't. If you just want to save different makeups for the full textures set you created with Skin Builder (or any other character set).. You would have to use DS's Save As Material Preset and select which materials surfaces you want to save.

    Lemme get this straight (I'm using Genesis by the way).

    #2 After I finish the Skin Builder texture, what do I save it as if I don't need to save it as a material preset? When LIE baker asks for the file name that I want to convert, what do I put there? Do I save it as a character preset and then put my character name there?

    Makeup: I think I understand. I create the makeup for the specific character (which is what I wanted anyway), then save as a material preset and uncheck everything but the face, lips, etc. If I create several makeup options then I just load the one I want to use.

  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    dracorn said:

    This saves all of the materials of the object.. There's no place to just select save out face... LIE Baker wasn't built for just Genesis 2, It can be used on anything that has used LIE in a material setting.

    #2 There's no reason to save that out as a Material Preset.

    #3 LIE Baker does not go out and look for Materials or Textures from those places... That's where it's going to create the Material Presets and Save the baked textures files.

    If you are asking about separate makeup files that could be used on other character textures... You can't. If you just want to save different makeups for the full textures set you created with Skin Builder (or any other character set).. You would have to use DS's Save As Material Preset and select which materials surfaces you want to save.

    Lemme get this straight (I'm using Genesis by the way).

    #2 After I finish the Skin Builder texture, what do I save it as if I don't need to save it as a material preset? When LIE baker asks for the file name that I want to convert, what do I put there? Do I save it as a character preset and then put my character name there?

    Makeup: I think I understand. I create the makeup for the specific character (which is what I wanted anyway), then save as a material preset and uncheck everything but the face, lips, etc. If I create several makeup options then I just load the one I want to use.

    There are three 'fields' that need to be set

    First is "Path for Baked LIE Texture Files". This should be a folder that you have created as a subfolder of your Runtime/Textures folder. What I did was go to my Texture folder that I use for my stuff.... Runtime/Textures/DraagonStorm, and then I created a new folder and called it LIE_Merge. And then what I do as I create new character textures is create a new folder in LIE_Merge (Let's call that folder MyNewCharacter) I would click on the button just below where is says Path for Baked LIE Texture Files, and select that folder. What this is going to do is get the files that DS created from the layered images, and copy that file into the folder you selected.

    The next button, "Path for Material Preset File". is where the script is going to write the Material Preset it will create. This Material Preset will either use the original path and filename of material surfaces that did not get any LIE work, or use the path and filename from the first button path, and filename created by the script. (which is a combination of the material surface name and the name DS gave the temporary file.

    The third caption is a text box... Where you will put the name of this Material Preset that you save and then be able to reuse.

  • macleoddcnmacleoddcn Posts: 15
    edited December 1969

    dracorn said:

    This saves all of the materials of the object.. There's no place to just select save out face... LIE Baker wasn't built for just Genesis 2, It can be used on anything that has used LIE in a material setting.

    #2 There's no reason to save that out as a Material Preset.

    #3 LIE Baker does not go out and look for Materials or Textures from those places... That's where it's going to create the Material Presets and Save the baked textures files.

    If you are asking about separate makeup files that could be used on other character textures... You can't. If you just want to save different makeups for the full textures set you created with Skin Builder (or any other character set).. You would have to use DS's Save As Material Preset and select which materials surfaces you want to save.

    Lemme get this straight (I'm using Genesis by the way).

    #2 After I finish the Skin Builder texture, what do I save it as if I don't need to save it as a material preset? When LIE baker asks for the file name that I want to convert, what do I put there? Do I save it as a character preset and then put my character name there?

    Makeup: I think I understand. I create the makeup for the specific character (which is what I wanted anyway), then save as a material preset and uncheck everything but the face, lips, etc. If I create several makeup options then I just load the one I want to use.

    There are three 'fields' that need to be set

    First is "Path for Baked LIE Texture Files". This should be a folder that you have created as a subfolder of your Runtime/Textures folder. What I did was go to my Texture folder that I use for my stuff.... Runtime/Textures/DraagonStorm, and then I created a new folder and called it LIE_Merge. And then what I do as I create new character textures is create a new folder in LIE_Merge (Let's call that folder MyNewCharacter) I would click on the button just below where is says Path for Baked LIE Texture Files, and select that folder. What this is going to do is get the files that DS created from the layered images, and copy that file into the folder you selected.

    The next button, "Path for Material Preset File". is where the script is going to write the Material Preset it will create. This Material Preset will either use the original path and filename of material surfaces that did not get any LIE work, or use the path and filename from the first button path, and filename created by the script. (which is a combination of the material surface name and the name DS gave the temporary file.

    The third caption is a text box... Where you will put the name of this Material Preset that you save and then be able to reuse.

    Is there a specific place that the folders need to be? I've been trying to save a material preset to use on other figures but every time I try to use the material preset (a little picture does show up when i go to materials/unassigned) i get the error "File does not exist". I have tried a few different places to save the files and none of them seem to work. I can find the files just fine in the folders but for some reason I keep getting that error.

  • KalisxKalisx Posts: 112
    edited December 1969

    Hi LIE Baker creator and users,

    English is not my mother tongue and I really don't understand how to use this great script.
    Would it possible to get a concrete and full example with path and files names to put in the text fields of the script and the created file name to use as preset.

    Thank you for your help.

  • DraagonStormDraagonStorm Posts: 748
    edited November 2014

    dracorn said:

    This saves all of the materials of the object.. There's no place to just select save out face... LIE Baker wasn't built for just Genesis 2, It can be used on anything that has used LIE in a material setting.

    #2 There's no reason to save that out as a Material Preset.

    #3 LIE Baker does not go out and look for Materials or Textures from those places... That's where it's going to create the Material Presets and Save the baked textures files.

    If you are asking about separate makeup files that could be used on other character textures... You can't. If you just want to save different makeups for the full textures set you created with Skin Builder (or any other character set).. You would have to use DS's Save As Material Preset and select which materials surfaces you want to save.

    Lemme get this straight (I'm using Genesis by the way).

    #2 After I finish the Skin Builder texture, what do I save it as if I don't need to save it as a material preset? When LIE baker asks for the file name that I want to convert, what do I put there? Do I save it as a character preset and then put my character name there?

    Makeup: I think I understand. I create the makeup for the specific character (which is what I wanted anyway), then save as a material preset and uncheck everything but the face, lips, etc. If I create several makeup options then I just load the one I want to use.

    There are three 'fields' that need to be set

    First is "Path for Baked LIE Texture Files". This should be a folder that you have created as a subfolder of your Runtime/Textures folder. What I did was go to my Texture folder that I use for my stuff.... Runtime/Textures/DraagonStorm, and then I created a new folder and called it LIE_Merge. And then what I do as I create new character textures is create a new folder in LIE_Merge (Let's call that folder MyNewCharacter) I would click on the button just below where is says Path for Baked LIE Texture Files, and select that folder. What this is going to do is get the files that DS created from the layered images, and copy that file into the folder you selected.

    The next button, "Path for Material Preset File". is where the script is going to write the Material Preset it will create. This Material Preset will either use the original path and filename of material surfaces that did not get any LIE work, or use the path and filename from the first button path, and filename created by the script. (which is a combination of the material surface name and the name DS gave the temporary file.

    The third caption is a text box... Where you will put the name of this Material Preset that you save and then be able to reuse.

    Is there a specific place that the folders need to be? I've been trying to save a material preset to use on other figures but every time I try to use the material preset (a little picture does show up when i go to materials/unassigned) i get the error "File does not exist". I have tried a few different places to save the files and none of them seem to work. I can find the files just fine in the folders but for some reason I keep getting that error.

    The most important thing is that the files need to be created within your content library, and depends on whether you are using the default (which I don't even know what the default is, as I haven't used the default in years), or one you created and set as a content library. For example, I have my content library set up as I:\DAZ\Studio\My Library.

    For testing I created a folder for textures: I:\DAZ\Studio\My Library\Runtime\Textures\DraagonStorm\LIEBaker and for each test I would create a new subfolder of that folder for where the texture files would be written to. I then also created a folder for the Material Presets at I:\DAZ\Studio\My Library\DraagonStorm\LIEBaker. In didn't create subfolders here since they were tests and each test only created one Material Preset file... But when I 'actually' use the script myself, I create folders as makes sense to what I'm baking, within the folder I:\DAZ\Studio\My Library.

    Textures need to be within a subfolder of (your content library)\Runtime\Textures. Material Presets need to be in a subfolder of (your content library)

    Hope this helps

    Post edited by DraagonStorm on
  • macleoddcnmacleoddcn Posts: 15
    edited December 1969

    The most important thing is that the files need to be created within your content library, and depends on whether you are using the default (which I don't even know what the default is, as I haven't used the default in years), or one you created and set as a content library. For example, I have my content library set up as I:\DAZ\Studio\My Library.

    For testing I created a folder for textures: I:\DAZ\Studio\My Library\Runtime\Textures\DraagonStorm\LIEBaker and for each test I would create a new subfolder of that folder for where the texture files would be written to. I then also created a folder for the Material Presets at I:\DAZ\Studio\My Library\DraagonStorm\LIEBaker. In didn't create subfolders here since they were tests and each test only created one Material Preset file... But when I 'actually' use the script myself, I create folders as makes sense to what I'm baking, within the folder I:\DAZ\Studio\My Library.

    Textures need to be within a subfolder of (your content library)\Runtime\Textures. Material Presets need to be in a subfolder of (your content library)

    Hope this helps

    I'm starting to feel like a pretty big idiot here. Is there any way to reset the defaults on the saved direc tories on the script? Or is there a temp file i need to delete in order to "reset" the script? If not let me tell you my set up.

    I have 4 files on my harddrive with Daz in the title. One is the actual program setup and one is the install manager so I assume i can disregard those. The other two are folders labeled Daz 3D and My Daz 3D Library, both accesed through the documents section of my libraries (using Windows 7 64 bit pro).

    The Daz 3D folder has a directory structure Studio/My Library/ and in that folder is the stuff I myself have saved like scenes, characters and poses. So that directory would be C:users/macleoddcn/Documents/Daz 3D/Studio/My Library

    In My Daz 3D Library as soon as you open that directory you see all the files that match the directory found when using the smart content section of loading/creating in the Daz3D program (Animals, Architecture, people, figures, wardrobe, basically all the stuff I have purchased) and of course in those folders you would see the items themselves (In animals you would see the dragon and slimebeast for example). That is also the folder that has the runtime in it. So that directory would be C:users/macleoddcn/Documents/My Daz 3d Library

    Now knowing kind of whats in those folders and what the directory structure is where would I put the files that LIE Baker would save. Again sorry for sounding like an idiot I just really want this to work.

    Thank you

  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    The only way to reset the defaults is thru the Registry.. And even as a programmer, I don't like to mess with the Registry :)

    Every time you select a folder... The program will update the last folder, and send that to the Registry for the next time.

    It looks like you would start at the "C:users/macleoddcn/Documents/My Daz 3d Library" folder...

    For the textures files (the baked layers) you would go on to /Runtime/Textures and the create a sub folder at that point to hold the new texture files... Like I said I have a subfolder in Runtime/Textures called DraagonStorm. I then created a subfolder in there called LIEBaker. When I created a Baked character or Prop, I first create a subfolder in Runtime/Textures/DraagonStorm/LIEBaker and name it in a way that works with what I'm creating.

    For the Material Presets you would create folder(s) starting at "C:users/macleoddcn/Documents/My Daz 3d Library", so that you will know where to look in your content folder (These presets do not show up in Smart Content). Again I created a subfolder name DraagonStorm and the a subfolder of DraagonStorm named LIEBaker, and saved my Material Presets there... You may want to put your Material Presets in there own unique folders.

  • macleoddcnmacleoddcn Posts: 15
    edited December 1969

    The only way to reset the defaults is thru the Registry.. And even as a programmer, I don't like to mess with the Registry :)

    Every time you select a folder... The program will update the last folder, and send that to the Registry for the next time.

    It looks like you would start at the "C:users/macleoddcn/Documents/My Daz 3d Library" folder...

    For the textures files (the baked layers) you would go on to /Runtime/Textures and the create a sub folder at that point to hold the new texture files... Like I said I have a subfolder in Runtime/Textures called DraagonStorm. I then created a subfolder in there called LIEBaker. When I created a Baked character or Prop, I first create a subfolder in Runtime/Textures/DraagonStorm/LIEBaker and name it in a way that works with what I'm creating.

    For the Material Presets you would create folder(s) starting at "C:users/macleoddcn/Documents/My Daz 3d Library", so that you will know where to look in your content folder (These presets do not show up in Smart Content). Again I created a subfolder name DraagonStorm and the a subfolder of DraagonStorm named LIEBaker, and saved my Material Presets there... You may want to put your Material Presets in there own unique folders.

    I got it working finally. It wouldnt work with the presets being in the place you suggeted though. I had to put that file in the other daz folder I had (C:users/macleoddcn/Documents/Daz 3d/Studio/My Library/Presets/Materials) and when I choose the surfaces tab using the preset there I still get the error of file not found, but when i go to the content library tab and choose it from the presets there it works just fine.

    Thank you for your assistance. You have 3 other products I was also looking at and was wondering if they could be used with this program on Genesis 2 figures. The Instant Makeup, Instant Rainbow of Makeup and the Sci-Fi Makeup. I'm guessing the Instant Rainbow and Sci Fi cant be used on Genesis 2 but I just wanted to be sure.

    Again thank you for your assistance.

  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    The only way to reset the defaults is thru the Registry.. And even as a programmer, I don't like to mess with the Registry :)

    Every time you select a folder... The program will update the last folder, and send that to the Registry for the next time.

    It looks like you would start at the "C:users/macleoddcn/Documents/My Daz 3d Library" folder...

    For the textures files (the baked layers) you would go on to /Runtime/Textures and the create a sub folder at that point to hold the new texture files... Like I said I have a subfolder in Runtime/Textures called DraagonStorm. I then created a subfolder in there called LIEBaker. When I created a Baked character or Prop, I first create a subfolder in Runtime/Textures/DraagonStorm/LIEBaker and name it in a way that works with what I'm creating.

    For the Material Presets you would create folder(s) starting at "C:users/macleoddcn/Documents/My Daz 3d Library", so that you will know where to look in your content folder (These presets do not show up in Smart Content). Again I created a subfolder name DraagonStorm and the a subfolder of DraagonStorm named LIEBaker, and saved my Material Presets there... You may want to put your Material Presets in there own unique folders.

    I got it working finally. It wouldnt work with the presets being in the place you suggeted though. I had to put that file in the other daz folder I had (C:users/macleoddcn/Documents/Daz 3d/Studio/My Library/Presets/Materials) and when I choose the surfaces tab using the preset there I still get the error of file not found, but when i go to the content library tab and choose it from the presets there it works just fine.

    Thank you for your assistance. You have 3 other products I was also looking at and was wondering if they could be used with this program on Genesis 2 figures. The Instant Makeup, Instant Rainbow of Makeup and the Sci-Fi Makeup. I'm guessing the Instant Rainbow and Sci Fi cant be used on Genesis 2 but I just wanted to be sure.

    Again thank you for your assistance.

    Instant Rainbow of Makeup and the Sci-Fi Makeup are for V4.. But you can always use them on V4 and then use LIE Baker to create the Material Preset (Which will be in .duf format) and If you have Victoria 4 for Genesis 2 Female you can apply it to Genesis 2 Female.

  • barbultbarbult Posts: 26,238

    Does this only work on figures? If I have used LIE on clothing or hair, will LIE Baker work on them?

  • CybersoxCybersox Posts: 9,281
    edited April 2016
    barbult said:

    Does this only work on figures? If I have used LIE on clothing or hair, will LIE Baker work on them?

    Yes, it sure does work with other items.  I just tested it. 

    Post edited by Cybersox on
  • barbultbarbult Posts: 26,238
    barbult said:

    Does this only work on figures? If I have used LIE on clothing or hair, will LIE Baker work on them?

    Yes, it sure does work with other items.  I just tested it. 

    Thanks. After fiddling with it, it seems like it will only work if the item is not parented to another item. For example, when hair and clothing were parented to the figure (as Daz likes to do these days), the LIE Baker would not save any textures. It created a material preset, but it did not create the JPEG textures. When I unparented the same items, the LIE Baker worked with them.

  • marblemarble Posts: 7,500
    barbult said:
    barbult said:

    Does this only work on figures? If I have used LIE on clothing or hair, will LIE Baker work on them?

    Yes, it sure does work with other items.  I just tested it. 

    Thanks. After fiddling with it, it seems like it will only work if the item is not parented to another item. For example, when hair and clothing were parented to the figure (as Daz likes to do these days), the LIE Baker would not save any textures. It created a material preset, but it did not create the JPEG textures. When I unparented the same items, the LIE Baker worked with them.

    I also found that LIE Baker will only work if the Geograft is unparented. That had me scratching my head for a long time with other vendor's gens.

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