Victoria 7

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Comments

  • KeryaKerya Posts: 10,943
    edited December 1969

    SpyroRue said:
    I think the "Mouth Realism" HD morph is set on by default by a mistake... It may cause issues when making morphs if it isn't Off, since its on by default, its grey and not easily spotted, I'm not sure if should send a ticket on it. That is unless when switching to base resolution tells it to completely ignore the shaping it makes to teeth angles and alignments
    G3F straight from the Smart tab, also has the 'Navel' on by default.

    Agreed. A face/belly morph made with these on, will just amplify the effect, and not necessarily with a pleasing result.

    Seconded...er thirded. I noticed this as well.

    This is what the Reverse Deformations option in Morph Loader Pro is for ...

  • larsmidnattlarsmidnatt Posts: 4,511
    edited June 2015

    Kerya said:

    This is what the Reverse Deformations option in Morph Loader Pro is for ...

    Yes this is true. However I would only use this if you are making a morph that is dependent on other morphs.

    If you don't want the naval, or that mouth stuff it's best to turn it off first. you wouldn't have to have to dial in the naval just to get the same results later on. Or you might forget as it would be easy to do. (assuming you touched the naval area during morphing, of course)

    Post edited by larsmidnatt on
  • KeryaKerya Posts: 10,943
    edited December 1969

    Right - I just know about it because I made morphs for another figure which loads with a morph for a set of lashes ON -
    and I didn't know about that and when dialing some more of my morphs in those lashes came out of the back of his head like a pair of irritated fractal butterflies ...
    That's how I learned about reverse deformations.
    LOL

  • larsmidnattlarsmidnatt Posts: 4,511
    edited December 1969

    I definitely think it was good reminder to put up. I use it a lot myself. It's the morphs you forget about that always sneak up on ya.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    pearbear said:
    I need some help guys.

    Here is Lilith HD morph at sub-d 1 and sub-d 3. You can see very easily in the collarbone and shoulders the HD details.(you may notice i did not dial Lilith in, cause she would distract you all ;) )

    With V7, I tried sub-d 1 all the way up to sub-d4. There are no new details.

    Are there particular areas where I can seen HD details with Victoria in her body? I'm not seeing any.

    I did a test too, to see if I got the same results because I wasn't noticing any HD detail in V7's body. I just used a plastic shader here, so no normal maps on the skin. Sub 1 is on the left, Sub 4 on the right.

    At first glance it looks like sub 1 and sub 4 give identical results. If I flip back and forth between the sub 1 and sub 4 face and body renders quickly on my computer, they are only veeeery subtly different, though it looks like that is mostly due to sub 4 being naturally smoother. So the body and face don't appear to have any HD details sculpted in unless you dial up some of the HD face morphs like Crows Feet HD.

    On the teeth though, the difference is immediately noticeable. (check out the molars) I have the Mouth Realism HD morph at 100%, as is the default for V7.

    So then finally I dialed up ALL of the face shape HD morphs to 100% (not all the HD expressions though), and yeah there is a lot of new face detail there at Sub 4. I particularly like the Crows Feet HD.

    The teeth and face morphs look really, really great with HD detail. Whatever the resolution the body was sculpted at, the body doesn't appear to have any sculpted detail beyond sub 1 at the moment (V7 normal maps don't count!) but I'm sure some V7 HD product will be released eventually with HD body morphs.

    Wowsers, I knew that she was expressive, but not that expressive! Nice, I thought she'd had too much botox, but not now though!

    I really want to get V7 now!

    CHEERS!

  • jestmartjestmart Posts: 4,449
    edited December 1969

    So DAZ-Spooky confirmed what I originally thought, that mesh simply isn't dense enough to get the definition seen in the Build Builder morph without G3F being HD. And it does probably explain the weirdness I see with Post Apocalyptic Short. In preview they look fine with no poke-thru, when rendered there quite a bit of little spots of poke-thru.

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  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    RAMWolff said:

    Oh, I thought someone mentioned that there were actual dials that one could turn off the HD aspects of the morph(s)
    There are some HD dials for the face, Mouth Realism, Brow Compression, Cheeks Dimple Crease, Nose Compression.


    There is no special dial for it. V7 is HD and sculpted at SubD level 4. (Though loading V7 will set the rendertime Sub-D to either 2 or 3, depending on if you load it onto G3F or if you load it clean. It isn't set to 4, due to concerns about overtaxing system resources.)

    Thanks for this info. This is the kind of stuff that's very useful. Now I need to redo my tests :) I was only use sub-d 3.

    OK, redid some tests. 4 does help a lot. going to do more tinkering.

    turn off the HD aspects of the morph(s), was a way with some figures, to make spot-renders quicker (less face-plant time), when setting up scenes, dealing with clothing poke-threw, or nasty shadows on the face. Using a less system-taxing shader is another way.

    Then when it is all set up, the nasty shadows are gone, and the TOS violating Poke-threw has been fixed, then throw on the Mega-shader and level-2 (or higher) HD details.

    2 or 3? 3 loaded from scratch, 2 when dialed onto G3F manually, because G3F is by default at 2 when loaded? As for taxing a system, I do sometimes exclaim, What dose that PA have for a computer, this is slow as (many words), lol.Character Presets do not change the Render time SubD level. They probably will in the future, but they don't currently do that.

    When we first set up HD Morphs we learned that they seriously hit system resources, especially with 3Delight. If I recall correctly, it has been a while, one figure at SubD level 4 required no less than 16GB of RAM, 5 required more than 16GB of RAM, 6 had a tendency to lock up computers with 32 gb of RAM. While you can currently put 64 GB of Ram on an X99 motherboard, that is not the norm.

    Iray eats polys like potato chips, but there is less Ram to play with in the first place. :) It isn't what computer they are designed on, but what computer they will run on. :)

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited June 2015

    jestmart said:
    So DAZ-Spooky confirmed what I originally thought, that mesh simply isn't dense enough to get the definition seen in the Build Builder morph without G3F being HD. And it does probably explain the weirdness I see with Post Apocalyptic Short. In preview they look fine with no poke-thru, when rendered there quite a bit of little spots of poke-thru.

    I never said that. (The artist that created Genesis 3, said exactly the opposite.)
    Post edited by DAZ_Spooky on
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969


    When we first set up HD Morphs we learned that they seriously hit system resources, especially with 3Delight. If I recall correctly, it has been a while, one figure at SubD level 4 required no less than 16GB of RAM, 5 required more than 16GB of RAM, 6 had a tendency to lock up computers with 32 gb of RAM. While you can currently put 64 GB of Ram on an X99 motherboard, that is not the norm.

    Iray eats polys like potato chips, but there is less Ram to play with in the first place. :) It isn't what computer they are designed on, but what computer they will run on. :)

    Thanks for pointing that out, I've got 16gb of RAM and have been rendering G2 with HD just fine with SubD at 3. I just did a render of G3F, just with mouth realism as that's all I have, with the SubD at 4 for viewport and 5 for render and it seemed fine. However, when I get V7 and the full set of morphs I will try to be a bit more careful after what you've said.

    CHEERS!

  • larsmidnattlarsmidnatt Posts: 4,511
    edited June 2015

    jestmart said:
    So DAZ-Spooky confirmed what I originally thought, that mesh simply isn't dense enough to get the definition seen in the Build Builder morph without G3F being HD.

    More Sub-D makes her smoother, but you never trigger any additional details when you increase the Sub-D level.(outside her face)

    "HD" in the Dazsphere was typically used to identify when additional details appeared at higher levels of sub-d(historically 3). I don't see the HD portion of V7 outside of her face. Which is why I believe they did not label her as HD.

    I don't believe adding more sub-d beyond the normal will help you get more details. Normally we use sub-d to smooth polys, and it still serves that benefit. But for most people I doubt sub-d of 4 will help.

    Sub-D of three is 64x the polys of the base mesh...so you need to be mindful of this. (4 is 256x!) Normally if you are shooting for non-HD details then sub-d 2 works wonders. 1 level may be plenty depending on the shot frankly.

    Post edited by larsmidnatt on
  • XenomorphineXenomorphine Posts: 2,421
    edited December 1969

    I wonder if what we're going to get will actually be an HD morph for G3F, rather than each individual base figure. That would be infinitely more cost-effective.

    To this day, I'm unsure why the V6 HD morph setting couldn't just be applied to, say, Lilith or Olympia or whatever.

  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    When I get V7 and the morphs I'll try SubD at 3 and see what I get, if I'm happy then I'll leave it at that.

    CHEERS!

  • RogerbeeRogerbee Posts: 4,460
    edited June 2015

    I wonder if what we're going to get will actually be an HD morph for G3F, rather than each individual base figure. That would be infinitely more cost-effective.

    To this day, I'm unsure why the V6 HD morph setting couldn't just be applied to, say, Lilith or Olympia or whatever.

    That's what most of the HD in the new morph packs are anyway, they are Genesis3 and not specific to V7. You can apply the V6 HD to Lilith or Olympia, just call up Parameters and dial it. I mix and match the HD I've already got all the time.

    CHEERS!

    Post edited by Rogerbee on
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,414
    edited June 2015

    RAMWolff said:

    Oh, I thought someone mentioned that there were actual dials that one could turn off the HD aspects of the morph(s)
    There are some HD dials for the face, Mouth Realism, Brow Compression, Cheeks Dimple Crease, Nose Compression.


    There is no special dial for it. V7 is HD and sculpted at SubD level 4. (Though loading V7 will set the rendertime Sub-D to either 2 or 3, depending on if you load it onto G3F or if you load it clean. It isn't set to 4, due to concerns about overtaxing system resources.)

    Thanks for this info. This is the kind of stuff that's very useful. Now I need to redo my tests :) I was only use sub-d 3.

    OK, redid some tests. 4 does help a lot. going to do more tinkering.

    turn off the HD aspects of the morph(s), was a way with some figures, to make spot-renders quicker (less face-plant time), when setting up scenes, dealing with clothing poke-threw, or nasty shadows on the face. Using a less system-taxing shader is another way.

    Then when it is all set up, the nasty shadows are gone, and the TOS violating Poke-threw has been fixed, then throw on the Mega-shader and level-2 (or higher) HD details.

    2 or 3? 3 loaded from scratch, 2 when dialed onto G3F manually, because G3F is by default at 2 when loaded? As for taxing a system, I do sometimes exclaim, What dose that PA have for a computer, this is slow as (many words), lol.Character Presets do not change the Render time SubD level. They probably will in the future, but they don't currently do that.

    When we first set up HD Morphs we learned that they seriously hit system resources, especially with 3Delight. If I recall correctly, it has been a while, one figure at SubD level 4 required no less than 16GB of RAM, 5 required more than 16GB of RAM, 6 had a tendency to lock up computers with 32 gb of RAM. While you can currently put 64 GB of Ram on an X99 motherboard, that is not the norm.

    Iray eats polys like potato chips, but there is less Ram to play with in the first place. :) It isn't what computer they are designed on, but what computer they will run on. :)Sorry, for got the 3delight in that bit about the 'Face-plant' time, lol. Iray is immune to the AoA and Omni shader "Pre-compute" delay, for obvious reasons.
    http://www.daz3d.com/forums/discussion/47663/

    Only 64GB, That's less then half what I quoted as minimum about a year ago. :ohh: No less then 128GB, 256GB or more preferred. And here I am stuck at 32GB maxed out, lol. I need a CRAY XK7 (Titan), and I can't afford one, lol.

    Post edited by ZarconDeeGrissom on
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    I wonder if what we're going to get will actually be an HD morph for G3F, rather than each individual base figure. That would be infinitely more cost-effective.

    To this day, I'm unsure why the V6 HD morph setting couldn't just be applied to, say, Lilith or Olympia or whatever.

    They can, but their effect does not match the basic shape of those other figures.
  • larsmidnattlarsmidnatt Posts: 4,511
    edited June 2015


    To this day, I'm unsure why the V6 HD morph setting couldn't just be applied to, say, Lilith or Olympia or whatever.
    Because Lilith and Olympia had different HD details. There was a good reason for them to have different HD morphs. They gave different looks, for different types of characters.

    Historically you did not have to use Lilith HD on Lilith exclusively , and it was a powerful option.


    That's what most of the HD in the new morph packs are anyway, they are Genesis3 and not specific to V7. You can apply the V6 HD to Lilith or Olympia, just call up Parameters and dial it. I mix and match the HD I've already got all the time.

    CHEERS!

    Exactly. You beat me to it. However do the new HD packs for G3F come with dials or are they automatically "HD" and tied to the use of a shape? I know the G6 HD morphs I have are not tied to a particular figure.

    Post edited by larsmidnatt on
  • RogerbeeRogerbee Posts: 4,460
    edited June 2015

    I don't know, I haven't bought them yet, next week hopefully....

    The 'mouth realism' one has a dial, so I would think that the others should. They are morphs and as such they should have dials.

    CHEERS!

    Post edited by Rogerbee on
  • larsmidnattlarsmidnatt Posts: 4,511
    edited June 2015

    Rogerbee said:
    I don't know, I haven't bought them yet, next week hopefully....

    The 'mouth realism' one has a dial, so I would think that the others should. They are morphs and as such they should have dials.

    CHEERS!

    Well the friendly ghost said that V7 does not have an HD dial and that when you dial V7 she's HD.

    But we haven't been able to get anything HD other than her teeth.

    But let us know how the other HD figures work, the store pages suggest its just a single dial, so if you don't use that character you can't use the HD on someone else.(though I think I have a trick around that....)

    Post edited by larsmidnatt on
  • RogerbeeRogerbee Posts: 4,460
    edited June 2015

    Not quite, this is what the blurb for the head morphs says:

    "Notes

    This product contains only new shapes and shaping dials for Genesis 3 Female, there are no user-facing files."

    The morph list shows HD morphs and these can all be dialled.

    CHEERS!

    Post edited by Rogerbee on
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Rogerbee said:
    Not quite, this is what the blurb for the head morphs says:

    "Notes

    This product contains only new shapes and shaping dials for Genesis 3 Female, there are no user-facing files."

    The morph list shows HD morphs and these can all be dialled.

    CHEERS!

    Are you talking about V7 or the Genesis 3 Female head morphs?
  • RogerbeeRogerbee Posts: 4,460
    edited December 1969

    Genesis 3 Female Head Morphs. The post on P58 says the HD ones can be dialled.

    CHEERS!

  • larsmidnattlarsmidnatt Posts: 4,511
    edited June 2015

    Rogerbee said:

    Genesis 3 Female Head Morphs. The post on P58 says the HD ones can be dialled.

    CHEERS!
    We have been talking about V7, not G3F however.

    Vickie does have a handful of HD dials you can manipulate for the face. I think we uncovered that day one. Here are the ones for V7


    There are some HD dials for the face, Mouth Realism, Brow Compression, Cheeks Dimple Crease, Nose Compression.

    Which brings us back to the point. V7 doesn't have an HD body dial, and only her teeth seem to get additional details when she is at sub-D 4. So her body doesn't benefit from HD details.

    Post edited by larsmidnatt on
  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    OK. It appears I either was misinformed or misunderstood something from before launch. I apologize. There will be an HD add on for V7.

    I apologize for any confusion.

  • larsmidnattlarsmidnatt Posts: 4,511
    edited December 1969

    OK. It appears I either was misinformed or misunderstood something from before launch. I apologize. There will be an HD add on for V7.

    I apologize for any confusion.

    Thank you for the clarification! That is fantastic news. And I rarely scream and shout about spending more :)

    But I saw the elf ears HD pack seams to have regular ear morphs as well as an HD option, which I still think is a great way to go. Good to know V7 will have some more HD details in the future.

  • TaozTaoz Posts: 10,232
    edited December 1969

    Are you sure it isn't just a Genie stuck in the bottle?

    Damn, you're right. At first I thought it was DAZ' new Unvisible Geniesis 3 (which is supposed to replace the Unflatable Phony), but it showed up to be one of RawArt's Air Giant Genies who had taken up residence in the bottle.

    Maybe that's why there's still "stardust" in the glass despite more than doubling rendering time as well as increasing rendering quality to 1.5. Or maybe it's because the bottle has been scaled down to 60%. Will have to experiment some more with these glass shaders...
    --

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