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Bringing Victoria 4.2 out of retirement Thanks to Iclone Character Creator 4 and Skin Gen!
Took V4 into Iclone CC4 and made this video Enjoy Folks!
Show us more of your 3Delight renders...is that glow from a medical cannabis facility using hydroponics that forgot to close the shades?
are yoo a thread killer?...speaking of "in the sky" read an interesting story this morning about a strange pink glow near the town of Mildura in the north western area of Victoria Australia (about 100mi east of Adelaide) that had a lot of local folks wondering. It turned out it was light wash on teh clowds from a hydroponic medical cannabis growing operation.
[Released] ManFriday's Mesh Grabber [Commercial]I've found a 100% repeatable bug with Mesh Grabber. I've tried searching to check whether this has been reported before, but Googling doesn't help, and much as I'd love to read all 31 pages here, I'll post the question before doing so, and see whether anyone can help or point me to where it's been previously discussed.
The isse occurs when using Mesh Grabber on a figure that has the New Gen for Victoria 8 anatomical add-on applied. After making any geometry adjustments to the figure (I've been using it to make small detail adjustments to the figure's face), the textures are lost from the New Gens. Removing and reloading the New Gens doesn't help - the gens are reapplied with the textures missing.
Could anyone suggest a fix for this?
A workaround is possible, by removing the gens before doing the mesh editing and then reapplying them afterwards. But I just did a fair bit of work on the face mesh having forgotten to do this first - and would like to be able to fix the current figure, without having to go back to an earlier save and do the work again.
I need a second normal map shader with tiles in surfaces material how to do this pls?Use the latest PBR; Victoria 8.1 (for example) has what your looking for; I've tweaked it, but once you have it you can play around with it to get the look you're after.
[Pended] Does Animate2 work in DS4.12 or DS4.20? Results May VaryAnimate2, along with Keymate and Graphmate, were important tools for animating before roughly 4.11 or 4.12. At that time, basically the same tools were built into the timline (although not very intuitively). I do not think those two add-ons are even sold in the store anymore. I believe I have loaded them into Daz up through 4.15 and used them as I like them better. I may have a 4.20 beta lying around I could try later. My guess is they will work.
Most of the animate2 animations work well from generations 3 through 6 (victoria 3 - Genesis 2) but not Genesis 3 and 8 without significant tweaking. I have an M6000 and have let it run many hours many times making frames which can then be put together in a movie for free with the Express version of Hitfilm.
EDIT: It is a lot of information to learn at first. Just play and experiment with simple things and learn the controls. You can move on to bigger and better projects as you go.
Let Your Hair Down (Buns and Loose Hairs, Paired?)My younger sister was able to put her hair up like that, along with a Victoria style, but when her hair went down, it could be straight or like Linday's Classic Long Wavy Hair. Look at your long hair library and use shaders. Longer hair can be slightly curled, tightly curved, or dead straight. Depends on mood and one's willingness to fight with it and how much wind you have to deal with.
So ponytails might be an option for sports.
Anyone figure out a way to make PBR SSS look very close to UBER SSS?Wonderland said:
I keep hoping a PA will create a PBR to Uber shader converter. I really hate the PBR skin shader dry plaster look and desperately want a way to switch it back to Uber. Maybe @Sicleyield could do it? I’m not going to buy any more characters that don’t have an Uber option. The DAZ original characters are the worst now. I stopped buying them unless they’re in a bundle I really like. Victoria is OK but most are just awful! They do really need a scatter & transmit option. The only way I can think of is deleting all the materials, putting the skin materials on from an Uber character, then manually replacing the skin textures one by one. Does anyone know of a better way?
Unfortunately, it's not really that easy. The maps themselves don't always translate...an example being the reflectance/gloss maps. You have to invert them (at a bare minimum) to go from PBRSkin to Uber.
I was able to convert Victoria 8.1 to the Uber Shader with success, but others don't convert well at all. It is rather disheartening for sure as I far prefer the Uber Shader -
Another option would be to make a frankenskin mashup. Take the color maps of a PBRSkin that you might like...and then use the gloss/reflectance and bump/normal maps from a different Uber skin that you like. I mix and match skins all the time. Babina 8 is typically my go-to for reflectance/gloss as well as bump/normal. I can put those with any other color maps and get very nice results.
Look for a type of clothingCheck out "Summer Outfit for Victoria 8" by Halcyone, over at Renderosity.
Also, if you're ok with G3, there's https://www.daz3d.com/i13-secluded-living-outfit-for-the-genesis-3-female-s
Diffeomorphic DAZ Importer version 1.6.0 releasedTheMysteryIsThePoint said:
gerster said:
gerster said:
After I start using Diffeomorphic and the HD addon more seriously, I have some feature requests and questions:
Feature request:
It would be super handy if we could set in the settings of Diffeomorphic the n-panel name.
I use the addon Simple Tabs to reorganize my n-panel, but Simple Tabs can't do anything if an addon adds dynamicaly while using new n-panel categories like Diffeomorphic is doing, when you select n Armature with e.g. Simple IK.
Questions:
It's super easy to add the DAZ expressions and FACS expression with Diffeomorphic, but can we also add somehow the third party expressions, like expressions from products like
https://www.daz3d.com/new-faces--expressions-for-genesis-81-female-and-victoria-81
?
Feature request:
I started creating for all hd expressions vector displacements maps with the HD addon.
Works great bu it's a lot of work and once I would have created them, I have to add them everytime manually in the nodes to use them.
I think it would be super handy if:
- There would be an option to create for all expressions at once the vector displacement maps and store them automatically in a shared folder
- Expressions check if there is a vector displacement maps availibe and if yes, they add them automtically if the expression is used.nobody can help here?
Here, you are one hop removed from the place where Diffeo is developed, and it's not clear how often Thomas checks in. Try going to the actual project page.
Yeah I know. But I thought maybe someone can answer the question, I asked between the suggestions. ;)
Maybe I just missed something and there is a way to add third party expressions.
Diffeomorphic DAZ Importer version 1.6.0 releasedgerster said:
gerster said:
After I start using Diffeomorphic and the HD addon more seriously, I have some feature requests and questions:
Feature request:
It would be super handy if we could set in the settings of Diffeomorphic the n-panel name.
I use the addon Simple Tabs to reorganize my n-panel, but Simple Tabs can't do anything if an addon adds dynamicaly while using new n-panel categories like Diffeomorphic is doing, when you select n Armature with e.g. Simple IK.
Questions:
It's super easy to add the DAZ expressions and FACS expression with Diffeomorphic, but can we also add somehow the third party expressions, like expressions from products like
https://www.daz3d.com/new-faces--expressions-for-genesis-81-female-and-victoria-81
?
Feature request:
I started creating for all hd expressions vector displacements maps with the HD addon.
Works great bu it's a lot of work and once I would have created them, I have to add them everytime manually in the nodes to use them.
I think it would be super handy if:
- There would be an option to create for all expressions at once the vector displacement maps and store them automatically in a shared folder
- Expressions check if there is a vector displacement maps availibe and if yes, they add them automtically if the expression is used.nobody can help here?
Here, you are one hop removed from the place where Diffeo is developed, and it's not clear how often Thomas checks in. Try going to the actual project page.
Diffeomorphic DAZ Importer version 1.6.0 releasedgerster said:
After I start using Diffeomorphic and the HD addon more seriously, I have some feature requests and questions:
Feature request:
It would be super handy if we could set in the settings of Diffeomorphic the n-panel name.
I use the addon Simple Tabs to reorganize my n-panel, but Simple Tabs can't do anything if an addon adds dynamicaly while using new n-panel categories like Diffeomorphic is doing, when you select n Armature with e.g. Simple IK.
Questions:
It's super easy to add the DAZ expressions and FACS expression with Diffeomorphic, but can we also add somehow the third party expressions, like expressions from products like
https://www.daz3d.com/new-faces--expressions-for-genesis-81-female-and-victoria-81
?
Feature request:
I started creating for all hd expressions vector displacements maps with the HD addon.
Works great bu it's a lot of work and once I would have created them, I have to add them everytime manually in the nodes to use them.
I think it would be super handy if:
- There would be an option to create for all expressions at once the vector displacement maps and store them automatically in a shared folder
- Expressions check if there is a vector displacement maps availibe and if yes, they add them automtically if the expression is used.nobody can help here?
EULA Update & Editorial Licenses Coming to DazRichard Haseltine said:
Most of the Flipped Normals content already has a non-commercial use clause, stated oin the product page. The old Anne Marie Goddard Digital Clone for Victoria 3 had some limitations, also stated on the product page.
Honestly, I have no idea what Flipped Normals means by "Non-Commercial Use", which is part of why I've never bought any of it. They're tutorials - am I supposed to forget everything I've learned from them if I ever start a commercial project?
Seriously, what does "non-commercial use only" mean as far as a tutorial?
~~~~~
As far as the Anne Marie Goddard Clone, that's no longer for sale on the store, and the fact that Daz *used* to sell a product with additional restrictions doesn't necessarily mean that it's a good idea to do so again.
Tthe use of Daz products is already extremely confusing to a newcomer, and the number of times on Discord I've had to go through the difference between standard and interactive licences, or "no, Victoria 4 isn't a Genesis 8 morph", or "That character's built off Michael 8, you'll need him too to get the results as in the promos", or "no, you're not allowed to do that, that involves sharing the mesh files", or "No, Olympia 7 is a Genesis 3 character, there was no Genesis 7"...
... at least one thing that was extremely simple about the default licences for an asset was that "As long as all that leaves your computer is pixels you've rendered, you've basically got free reign". Render it in DS, render it in Unreal, render it in Blender, modify it, combine it, make seventeen backups, sell the work, put your renders in an erotic game... as long as it wasn't otherwise illegal, the simplicity of how permissive the licence was was one of the major selling points at Daz.Given the level of confusion that already exists, I think it's extremely important that every possible step is made to keep it simple for newcomers.

(xkcd by Randall Munroe is licensed under a Creative Commons Attribution-NonCommercial 2.5 Licence)EULA Update & Editorial Licenses Coming to DazRichard Haseltine said:
Most of the Flipped Normals content already has a non-commercial use clause, stated oin the product page. The old Anne Marie Goddard Digital Clone for Victoria 3 had some limitations, also stated on the product page.
Sorry Richard but Flipped Normals sell only tutorials, and all props from this tutorials are only for example and guidelines. I don't think that's the best example.
EULA Update & Editorial Licenses Coming to DazRichard Haseltine said:
Most of the Flipped Normals content already has a non-commercial use clause, stated oin the product page. The old Anne Marie Goddard Digital Clone for Victoria 3 had some limitations, also stated on the product page.
So one vendor and one product from fifteen years ago... ?
That wasn't confusing... one vendor and one product to avoid.
DAZ is going to screw up so many new users with this.
All for the glory of the acronym that shan't be mentioned.
Edited to add:
The Anne Marie Goddard Digital Clone for Victoria 3 is long gone and the Flipped Normals stuff (which includes content models) is mostly instructional materials and the notification for it having any sort of different license is a link to the Flipped Normals website which just explains the difference between commercial licenses and personal/non-commercial license, and is not an actual EULA which I'm assuming only shows with purchase of the product, which the user must read to realize whether or not any content or models included is for commercial or private use.
So, not be picky or critical of the reply, but those are not necessarily the best examples, because if DAZ expects everyone to pick through an EULA to figure out what's the dealio, that's just gonna eff up lots of people.
Also Edited to remove an incorrect reference because I mistakenly confused Flipped Normals with a different vendor.
EULA Update & Editorial Licenses Coming to DazMost of the Flipped Normals content already has a non-commercial use clause, stated oin the product page. The old Anne Marie Goddard Digital Clone for Victoria 3 had some limitations, also stated on the product page.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICI@Cornelius
Innanzitutto benvenuto.
Ribadisco anche io cosa ti ha detto @Imago... dipende da cosa vuoi farci.
La 3060 avendo 12GB immagazzina più asset in memoria (modelli e texture) e dunque permette di gestire scene "enormi" ma renderizza più lenta rispetto la TI (che ha invece più processori) che avendo meno memoria può contenere scene meno pesanti.Dipende da cosa usi di solito della libreria DAZ: se usi personaggi come Victoria/Michael 4, Genesis 1/2/3 e relativi vestiti/accessori puoi usare la TI perchè i modelli e le texture non sono così pesanti e dunque 8 GB ti bastano (a meno che non fai render di quartieri), inoltre la TI ti fa renderizzare il tutto più velocemente con Iray.
Se invece usi i Genesis 8/8.1 con i morph HD (che moltiplicano di 4 o anche 16 volte il numero di facce) e poi usi i vestiti con Dforce e ambientazioni con texture da 8-16k dovresti usare una scheda video in grado di contenere questi GB anche se renderizzerai ad una velocità minore. Ricordati che puoi sempre spezzare il render in più parti e poi ricomporlo con Photoshop (personaggio + sfondo) o puoi usare plugin per ridurre le texture e il numero di poligoni (Decimator della DAZ).
Infine usi Iray in versione interattiva (real time)? Se si la TI velocizza l'anteprima.
Come vedi entrambe hanno vantaggi e svantaggi.. ma sta a te sceglierla in base all'uso che ne farai.V4 skull cap with other character appliedetbord_91e6043f5b said:
There use to be a skull cap included with V4.0 and I believe V4.1 I don't know why it wasn't included with V4.2. I would really like to know why all the maps are 1024 square and the face map is only 512 square? The current maps for Victoria 8 are 4000 square. Their are figures for V4. that have 4000 maps for every body part. Also Why is the face separate of the skull? IJS.
I missed the start of V4, but one of my friends still has all of the installers for V4, V4.1 as well as V4.2.
V4 was setup like Aiko 3, if you bought the base all you got was the OBJ and a CR2 with some preloaded morphs, if you also bought the Morphs pack then you got a second CR2 (no mesh), this one was preloaded with all of the morphs. If you wanted textures then that was another purchase, as they came in SD (3K) or HD (4K) sets.
V4.1 and V4.2 are basically the same as V4.2 was just bug fixes for V4.1. This was the start of the EXP morph system, there was also a few major changes to V4, she got an eyebrow bone (that very few vendors ever used), her JCMs were changed to magnets, and she also got some textures included, these however were low res samples.
There isn't a skull cap in any of those installers.
Anyone figure out a way to make PBR SSS look very close to UBER SSS?I keep hoping a PA will create a PBR to Uber shader converter. I really hate the PBR skin shader dry plaster look and desperately want a way to switch it back to Uber. Maybe @Sicleyield could do it? I’m not going to buy any more characters that don’t have an Uber option. The DAZ original characters are the worst now. I stopped buying them unless they’re in a bundle I really like. Victoria is OK but most are just awful! They do really need a scatter & transmit option. The only way I can think of is deleting all the materials, putting the skin materials on from an Uber character, then manually replacing the skin textures one by one. Does anyone know of a better way?
V4 skull cap with other character appliedThere use to be a skull cap included with V4.0 and I believe V4.1 I don't know why it wasn't included with V4.2. I would really like to know why all the maps are 1024 square and the face map is only 512 square? The current maps for Victoria 8 are 4000 square. Their are figures for V4. that have 4000 maps for every body part. Also Why is the face separate of the skull? IJS.














