SO looked for Persona save, there is none. I have the most up to date version of DS but maybe that's in a beta that's being used? I did find another called Hierarchal Materials and rather than saving out as a Scene Subset that loads up the actually figures this one only loads in the materials, including the Toon line. So this way the end user can load ONE Scene Subset and then use the HM's to change the skin tones without having to load up aditional figures.
Now something interesting ocurred which I think I found a work around for. I notice using the Toon surface shaders that even though there is an overlay option when using it as per usual (black background and white foreground) it turns the body part darker rather than just affect the area (in this case using my set up for Goth, white skin, the skin goes very tan and the nipple area remains the same, so I just inversed it and it works as expected.
SO looked for Persona save, there is none. I have the most up to date version of DS but maybe that's in a beta that's being used?
It's currently only available in the public beta, so if you prefer to stay with the general release, it will likely be available in the next one, likely Daz Studio 4.24 (PB 4.22.1.XXX were used to prepare for Daz Studio 4.23, so PB 4.23.1.XXX are likely used to prepare for Daz Studio 4.24).
Filatoon HDRs do not behave the same way as Iray HDRs.
In Iray, HDR maps make full use of the dynamic range and can act as real light sources, producing well-defined shadows.
In Filatoon, the HDR behaves much more like a background with an ambient contribution.
It mainly affects overall brightness and color balance, and does not really function as a directional light.
The distant light can be adjusted empirically.
A practical and efficient workflow is the following:
Open two viewports using Windows → Panes (Tabs) → Viewport → Side by Side.
In one viewport, switch the view from Perspective to your Distant Light (you can select it from the camera/view dropdown).
Use the View Cube or the docked View Controls to rotate the Distant Light, exactly as you would rotate a camera.
While rotating the light in that viewport, watch the other viewport in real time.
This allows you to directly see the effect on shadows and highlights while adjusting the light, making light setup much faster and more intuitive.
Comments
This is one of the best and most enjoyable utility products I have purchased in a long time! It is right up there with Scene Optimizer and Super Save.
Thanks so much for this super sweet comment :) I guess you reached the result you wanted faster than you expected :)
It warms my heart :)
SO looked for Persona save, there is none. I have the most up to date version of DS but maybe that's in a beta that's being used? I did find another called Hierarchal Materials and rather than saving out as a Scene Subset that loads up the actually figures this one only loads in the materials, including the Toon line. So this way the end user can load ONE Scene Subset and then use the HM's to change the skin tones without having to load up aditional figures.
Now something interesting ocurred which I think I found a work around for. I notice using the Toon surface shaders that even though there is an overlay option when using it as per usual (black background and white foreground) it turns the body part darker rather than just affect the area (in this case using my set up for Goth, white skin, the skin goes very tan and the nipple area remains the same, so I just inversed it and it works as expected.
It's currently only available in the public beta, so if you prefer to stay with the general release, it will likely be available in the next one, likely Daz Studio 4.24 (PB 4.22.1.XXX were used to prepare for Daz Studio 4.23, so PB 4.23.1.XXX are likely used to prepare for Daz Studio 4.24).
OK, thank you
how to match the distant light to the HDR
when converting to filatoon?
Filatoon HDRs do not behave the same way as Iray HDRs.
In Iray, HDR maps make full use of the dynamic range and can act as real light sources, producing well-defined shadows.
In Filatoon, the HDR behaves much more like a background with an ambient contribution.
It mainly affects overall brightness and color balance, and does not really function as a directional light.
The distant light can be adjusted empirically.
A practical and efficient workflow is the following:
Open two viewports using Windows → Panes (Tabs) → Viewport → Side by Side.
In one viewport, switch the view from Perspective to your Distant Light (you can select it from the camera/view dropdown).
Use the View Cube or the docked View Controls to rotate the Distant Light, exactly as you would rotate a camera.
While rotating the light in that viewport, watch the other viewport in real time.
This allows you to directly see the effect on shadows and highlights while adjusting the light, making light setup much faster and more intuitive.
I hope this helps.