What will it take for G9 characters from different PA to react the same to lighting?

i53570ki53570k Posts: 235
edited August 7 in The Commons

I only started Daz3D with G8 and it drove me nuts that under the same lighting characters from different vendors rarely look like they are from the same world. I think G9 may be worse because so many characters are ported from G8. I know very little about ray trace lighting and skin materials technology but all I know is that in GIMP the texture maps don't look like the characters are from different realities. I read that in G3 there was a product that was able to rule all skins but two generations have passed and nothing since. What gives?

Post edited by i53570k on

Comments

  • Richard HaseltineRichard Haseltine Posts: 107,945

    If the differnce is the values one option is to apply the character for which you want maps then aply the materials for the character where you like the render effect but hold down cmd/ctrl as you do so - a dialogue will open and you can tell it to ignore maps, which will take the surface settings for the second character but keep the maps from the first.

  • nonesuch00nonesuch00 Posts: 18,722
    edited August 7

    i53570k said:

    I only started Daz3D with G8 and it drove me nuts that under the same lighting characters from different vendors rarely look like they are from the same world. I think G9 may be worse because so many characters are ported from G8. I know very little about ray trace lighting and skin materials technology but all I know is that in GIMP the texture maps don't look like the characters are from different realities. I read that in G3 there was a product that was able to rule all skins but two generations have passed and nothing since. What gives?

     

    Yes! Some looks like they are from Mars and others from Saturn! Often, it used to be the same situation with DAZ Originals too, but that has been so much improved wih DAZ Originals in Genesis 9!

    Post edited by nonesuch00 on
  • DripDrip Posts: 1,237

    What usually works for me, is material-matching: I pick the skin materials from one vendor, generally the ones that both look good and are easy to work with, and apply them to the characters of the other vendors. This does mean that you will want to build a small collection of skins from one vendor, to add the necessary variety in your characters, and you will need to do a test render every time you apply a skin from one vendor to a character from another vendor, because they don't always work well together. It's some extra work, but the result is generally more consistency in how different characters look together.

    When you start rendering characters from different vendors together, it becomes quite noticable how even the slightest difference in detailing or just a slightly different base tint can radically change how characters turn out, leaving one too red or one too grey. When rendering these characters alone, you won't notice and just adjust the lighting, but when rendering them together, you may find there is no light setting where both turn out good. So that's why I replace the materials of one character by similar materials from the vendor of the other character. 

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