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AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICI
Anfy said:
Una domanda semplice semplice, così "qualcuno" si chiederà che programma uso (scherzo, eh!
): quando carico, che so, un accessorio di vestiario - diciamo un nastrino al collo - su una figura (G8F) e poi lo voglio muovere indipendentemente, non me lo fa fare anche dopo che l'ho "unparented" dalla figura base: mi compare invece un (accennato) parallelepipedo nella viewport e si muove quello, ma non l'accessorio stesso.Non so se mi sono spiegato: ma cosa mai debbo fare?
Grazie!!!
Non dipende dal parent quanto se è "fittato" alla figura (se è attivo il "fit to"),se non togli il fit non lo sposti. In questi casi in genere non applico il fit, apparento la cosa all'elemento anatomico cui deve essere attaccato e poi lo sposto come mi pare. Ho alcuni orologi da polso che risalgono all'era di Victoria 4 che uso tranquillamente anche con G8 proprio con questo metodo, è vero che c'è da lavorarci un po' ma i rusultati sono ottimi
Edit: ti aveva già risposto Kainjy
PBR to Original Uber converter? But discovered you can use PBR in 4.14 beta!Same lighting Victoria 8.1 skin out of the box. I don't know if I'm crazy but to me the 4.14 beta renders look better than the 4.15 renders that all look too dry and like plaster! The eyelashes and eyebrows look awful, but that's another story... Anyway so glad I found I can render PBR skin in 4.14 beta, crash free and I think looking better than 4.15.Second one has quick mild postwork.

PBR to Original Uber converter? But discovered you can use PBR in 4.14 beta!The Uber shader and the PBRSkin shader are both PBR shaders and they both use PBR textures. Claiming one of them is PBR and one isn't just causes unnecessary confusion.
You can apply the Uber shader to Victoria 8.1 all you want. You just need to swap the texture maps. The PBRSkin shader uses a roughness map instead of a specular map, and it has a different kind of bump mapping. But the roughness map is just grayscale information, so you can plug it into the specular and bump slots and just tweak the values and contrast until it looks right. Just have a G8 figure with skin you like handy and copy over all of the relevant settings.
PBR to Original Uber converter? But discovered you can use PBR in 4.14 beta!Wonderland said:
FSMCDesigns said:
You can use G8 textures on G8.1 without any converter. G8.1 has the UVs of G8 built in. Now getting the G8.1 figure to work outside of 4.15 might be the bigger issue.
But if I want to use Victoria 8.1’s textures with the Uber shader, how do I do that? You mean G8.1 won’t work at all in 4.14?
You can use Vicky 8.1's textures with the Uber Shader -
It took me quite a bit of tweaking with the shaders to get it looking right (and to me, she actually looks better with the uber shader). The dual-lobe settings required the most tweaking, and I had to invert one of the maps to get it working right. I've tried with other 8.1 skins and have had varying degrees of luck. There is no one master formula to convert them...it just takes experimentation.
XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)Zev0 said:
Did you retry the morph? What morph is this so I can try on my side.
I've retried the morphs. Either Genesis 3 female or victoria 7 based don't work for me. The base Victoria 7 morph even doesn't transfer correctly.
PBR to Original Uber converter? But discovered you can use PBR in 4.14 beta!FSMCDesigns said:
You can use G8 textures on G8.1 without any converter. G8.1 has the UVs of G8 built in. Now getting the G8.1 figure to work outside of 4.15 might be the bigger issue.
But if I want to use Victoria 8.1’s textures with the Uber shader, how do I do that? You mean G8.1 won’t work at all in 4.14?
What is the name of this old G8F character?According to what it says in the bottom left of the image you posted, her name is "Nicole / Victoria 8."
However, while I found a few Nicoles for G8F, both here and at Rendo, none of them look (to me) like the girl in the picture. Maybe she's no longer available?
You could try contacting outoftouch directly at rendo from here: https://www.renderosity.com/rr/mod/bcs/vendor/outoftouch , though if they live up to their pen name they may not answer...
Import file problems?frank0314 said:
That's no different than an outfit saying "Required Products: Victoria 8.1" to use the clothing.
The outfit would still be a complete item with geometry, not quite the same.
Now the geometry that is supposed to be modified for the Shepard is missing with the missing Dog 8
Off Topic Thread #2DE Heidi - Two Figures?Richard,
I see the additional information provided. However, i still dont quiet understand what it implies? Is this of those "X for Y" scenerios. For example, "Debby for Victoria 8". Is there some Dark Elf figure, and Heidi works with that too or something?I think, that is what it means :) I dont know. I am still very much on the learning side of things, he he :P
Weird Bug with custom Victoria 8 model.I have such a strange issue that I can't find anywhere else on the forum. Basically I am in texture shaded in the normal viewport , things are working great for like 5 seconds then my model with freak out , I am not touching anything when it does it. Here is what it looks like:

I tried restarting, Moving her to a different scene, Updating my graphics drivers, Removing parts from her. What makes things weirder is the fact if I move the model the artifacts will dissapear but then I have like 5 seconds before it comes back. It will show up messed up in a render too when it happens. any help would be appreciated. Many thanks!
Ultimate PBRSkin Manager (Commercial) ** 2 additional utility scripts available here **I think the best thing you could do if you don't know anything about skin shading in Daz Studio is to start from an existing texture/shader set, then replace existing maps by your own maps, then use PBRSkin manager to tweak and optimize the skin properties to your need.
For instance, (in order to start with coherent settings) load Victoria 8.1 material on your figure(***), and replace, using the Surfaces Editor Tab, all the base color, translucency color, specular lobe roughness, AO weight (if you have one), and normal maps (if you have them too) by your own maps. If you have bump maps, you must place them in the "Base Bump" property, then the choice is up to you to keep Detail Normal Map and Detail Specular Roughness Mult (since you already have a bump map, these might be redundant).
(***) Please note that if you already have your figure with your own maps on it in Daz Studio, you can also load ONLY the material properties of Victoria 8.1, without loading V8.1 maps, by CRTL + double clicking on Victoria material.
Once the texture maps are placed and the material is using the same other properties (same values, not same images) as V8.1 for instance, launch PBRSkin Manager and begin to tweak your values by themes, depending on what you want to work on (skin tone, translucency, gloss and details), you'll easily see if you go in the right direction or not since the display is interactive if you start with NVIDIA Iray as the viewport style.
Compatibility QuestionHi all!
I have a question regarding the different character types. Are props, poses and clothing labeled say Victoria 4 and/or Micheal 4 useable with say Genesis 3 characters? I'm sure it's been asked before but thanks all the same!What is the name of this old G8F character?That's Nicole for Victoria 8.
Filling Big Interiors with People ?Fauvist said:
Richard Haseltine said:
Padone said:
All good tips. One simple way is also to use V4 G1 figures for crowds, that tend to use low resources. Eventually posed then converted to props and using texture atlas to "decimate" the textures.
Bear in mind that a Victoria 4 will send more polygons to the renderer than a Genesis of any generation at base resolution.
How do the really old figures like Victoria 2 (not Genesis 2 Victoria) compare to the Genesis figures?
Of course Richard is right about the polycount, theoretically speaking. But in a real scenario the polycount is done with multiple figures with outfits and hair, not nude bald figures at base resolution. So in this case the old generations tend to keep the outfits and hair at a lower polycount compared to G3 G8. Also it's textures that mostly bog the gpu anyway, not the geometry. And again the old generations tend to use lower resolution textures compared to G3 G8. And you can always use the texture atlas to decimate further.
As a side note you can use the texture atlas with G3 G8 too. But in this case you need first to save a collapsed uv set via obj, since texture atlas doesn't support udim.
September 2021 - Daz 3D New User Challenge - Depth of Field and CanvasesChallenge: Beginner (Depth of field/Focus)
Title: Awaiting the Arrival
Programs used: Daz3D, Photoshop
Caveat: I'm not a "new" user because I created my account and used the program back in 2012, but haven't used it since and really wanted to start learning how to use it again. I'm not ready for the intermediate challenges, so hopefully it's ok that I am working on the Beginner challenge. I mainly wanted to do the contests so that I could learn and improve my skills and get better using this tool to create art.
Notes on image: I used Photoshop for postwork to fix the back of the head because the hair didn't fit that well (it was hair for Victoria 4 used on Genesis 8.1). The camera settings are 50mm with 10 f/stop. Please let me know if you need anything else. Thanks!
Filling Big Interiors with People ?Richard Haseltine said:
Padone said:
All good tips. One simple way is also to use V4 G1 figures for crowds, that tend to use low resources. Eventually posed then converted to props and using texture atlas to "decimate" the textures.
Bear in mind that a Victoria 4 will send more polygons to the renderer than a Genesis of any generation at base resolution.
How do the really old figures like Victoria 2 (not Genesis 2 Victoria) compare to the Genesis figures?
Natasha for Genesis 2 FemaleTheRetiredSailor said:
FSMCDesigns said:
there is a resemblance, but I highly doubt it was intentional. Besides, thanks to genX or the other transfer tools, anyone can have GND on newer figures, I do.
Which GND did you use? GND2 Athletic, GND4.2 or GND4.3? I have Victoria 3 and Victoria 4 buried in my runtime somewhere.
I used GND4.2 athletic and transferred the morphs to GF3. I didn't use the GND textures as I have found that older V4 textures don't look near as good as newer iray textures, no matter the tweaks to try and get them there. cayman studios does have a plugin that lets you use V4 textures on newer figures, but again, still not better IMO.
What character is this?I'm guessing it's something Charotte 8 or Jenni 8, because those names are in the detailed list of supported figures, towards the bottom of the product page. Or it might be VYK Robyn 8 character for Victoria 8.1, but with a bit of volume added to the cheeks.
Auto Muscle Enhancer HD [Commercial]So I have been struggling with using large amounts of AME on thin characters as it brings in DMasters Male Muscle body with it. This seems to me to be optimized for use on Male figures, but when trying to apply it to the Female Clones, things can get out of hand quickly. This usually limited the amount of AME I could dial in, especially on a Female Clone. However I wanted the flex and textures, so I turned limits off on the AME Flex to get close to where I wanted to go. There where some undesireable side effects to that, as more AME Flex, also caused extreme armpit/shoulder issues on overhead poses, as well as upper arm length growth that just didn't look very natural. After some experimentation I came up with this Negative AME body preset, and thought some other folks might like to reproduce it, as it is FREE! Attached is Michael 8.1 and Clone Victoria 8.1, both on the G8.1M platform.
-First pic: Baseline figures and Textures, SubD3
-Second Pic: 50% AME, 100% Flex, 50% ASE, No other products used
-Third Pic: My Negative AME morph also dialed into 50%. This effectively removes DMasters Muscle body shape, but leaves the Textures and the Flex Morphs! This allows the user more flexibility of how much AME can be used, opening up another wide range of tuning! This also doesn't distort your character shape that you may have worked hard at! With that said, I have found I don't need to turn the limits off on the AME Flex to get to the desired Textures and Flex Morphs. This does require some balanced ASE, even down to the individual sliders.
-Fourth Pic: My quick tuning of the the two figures to give that Auto Muscle Enhanced Feel, without overwhelming the character with another shape. Dialed Victoria back to SubD2 to "soften" her just a bit.
-Fifth Screen cap of relevant quick tuning settings, no other products were used other than baseline DAZ hand and feet scaling and shoulder pose shrug.
The PDF is my attempt at a step-by-step walkthru of how to create and save this AME Negative morph dial. I also included how and where to delete it if you don't end up wanting it saved.
Hope it helps some folks out that may have been struggling with the similar challenges. TD













