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star's new swimsuit?
does it come with the character?
it turns up in several of her promos, but it's not listed on her product page, and i'm not spotting it in either of her bundles or build-a-bundle product listings either.
Remember that this version of Star is now a Genesis3 character, so you're not strictly limited to clothes built for Star2 — any Genesis 3 Female clothes can be used, and will morph automatically to fit. Although, since Star2 is such an extreme morph of the original G3F figure, you might get a better fit with clothes that have the Star2 shape built into them. You'll just have to try for yourself; some clothes can handle extreme body shapes, some come out looking... a bit weird.
TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!- though it would be nice to have an expansion with some purely local morphs (a hillock, dune, or dell) in different places for building up an environment too
Yet another reason for Studio to have an equivalent of Poser's morph brush; then the user could morph the terrain locally (and independently) right in the work window.
cr2 export options AWOLi just got texture transformer and the tutorial says that after i load the texture i want to transfer onto M4 then to export a .cr2 file and go to file/export and new a dialogue box will pop up called cr2 export options
when i go to file/export the cr2 export options box is a no show
i can't figure this one out.
TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!Bought but not yet downloaded, so a quick question: are the lanscape morphs all FLMs (Full Landscape Morphs) or are there also PLMs to allow more mixing and matching?
There are full, some that prodouce rings around the edge of the A Zone, etc. Also, you can use one as a "modifier" to another so you can say set up some mountains and then do a slight dial or negative dial on a second morph and that makes them look totally different. I am always amazed what can be pulled out of the TerraDome morph sets.
Ok, that sounds promising - though it would be nice to have an expansion with some purely local morphs (a hillock, dune, or dell) in different places for building up an environment too (if I am understanding correctly that that isn't the current set-up).
TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!Bought but not yet downloaded, so a quick question: are the lanscape morphs all FLMs (Full Landscape Morphs) or are there also PLMs to allow more mixing and matching?
There are full, some that prodouce rings around the edge of the A Zone, etc. Also, you can use one as a "modifier" to another so you can say set up some mountains and then do a slight dial or negative dial on a second morph and that makes them look totally different. I am always amazed what can be pulled out of the TerraDome morph sets.
Cross-Gender Clones (making and converting)G2F<>G2M and G3F<>G3M already exist, and there are also the cross figure conversion kits. If you want to make a one-step journey then for Genesis 2 there'd be no great problem using the clone for one sex as a new morph for the other and then setting it up as a clone, but for Genesis 3 the male adn female mehes differ so that wouldn't be possible.
Genesis 2 and Aniblockswhat are aniblocks you working with? Did you try a different set of aniblocks to see if you got the same results? V4 ani blocks usually work just fine with genesis 2 characters , But you do have to add a genesis foot off set aniblock to the sub track to correct the feet. Also some of dantanback sword works aniblocks don't work well with genesis or gensis 2 v I'm not sure why But i have always had trouble with the characters becoming distorted. But they work great for v4
I bought the V4 belly dancing aniblock and, apart from curled back fingers and odd-shaped feet, my character will stay in place.
I've also just tried the expressions on the G2F base (with no morphs or characters), a G2F with the Lilith 6 morph and, Lilith 6 and they work fine.
It's just the G2 aniblocks that I'm having problems with:
V6/G2F High Heel Walk aniblock http://www.daz3d.com/victoria-6-genesis-2-female-s-high-heel-walk-aniblock
V6/G2F Jogging aniblock http://www.daz3d.com/victoria-6-genesis-2-jogging-aniblock
Genesis 2 Female(s) Expression and Face aniblock http://www.daz3d.com/genesis-2-female-expressions-face-aniblocks
Genesis 2 Male(s) Expression and Face aniblock http://www.daz3d.com/genesis-2-male-expressions-face-aniblocks
It just seems to be my own model that has a problem with aniblocks.
Help build an outfit: Madonna's "Like a Virgin" wedding dressIt's not at Daz, and it's for original Genesis, so it would need transfer, but maybe you could use the tutu prima from Clara's Dream Ballet at Renderosity. It's on clearance now, so heaven only knows how much longer it will be available. You could also use a bunch of different lace shaders on the different tulle layers for that sort of effect, maybe.
I used the prima tutu in this image: http://vwrangler.deviantart.com/art/Swan-Lake-sort-of-457142355
The handles you might add through transfer might help you bring it down so that it looks more skirt-like.
Help build an outfit: Madonna's "Like a Virgin" wedding dressThanks for the tutu suggestion! That might be perfect.
I'm looking at G2F use, so the Ultra Templates are out :( but I use MFD to transfer skirts and that usually works...
Help build an outfit: Madonna's "Like a Virgin" wedding dressThis skirt is poofy - with SickleYield's ultra templates, (use the "ultra big" template) skirts like this transfer well to Genesis 3 Female -http://www.daz3d.com/the-art-of-dance-ballet-v4-performance-romance-tutu
transgender/ hermaphrodite characters w/ Genesis 3?I suppose the first quested is do you want a Masculine Female or a Feminine Male.
If you wanted to start from a Female base, there are several morph sets which could help you.
A quick search on sharecg for G2F and G3F morphs Male and Female found me these:
http://www.sharecg.com/v/70027/browse/21/DAZ-Studio/Aint-No-Lady-G2F-Morph
http://www.sharecg.com/v/69998/browse/21/DAZ-Studio/Andy-Rogenous-morph-for-G2F
http://www.sharecg.com/v/82333/browse/21/DAZ-Studio/Jas-Male-for-G3F
Now looking at a recent post on the Forums:
Chech out Star's Running partner about 3/4 the way down the page. http://www.daz3d.com/forums/discussion/109051/star-2-0-for-g3f-whoot/p7
This suggests that the Cross Fit packages would give G3M access to the G3F morphs. if I was not rendering a TD3 Scene I would dial one up for you.
If you are looking to create a androgynous male or female, then you should be able to so that with either G3M or G3F.
On the subject of hermaphrodites, it is not a clear cut and dry thing, some hermaphrodites never know thery are not males, while others are very definetly famale. Also as with human tails, the child in this state is often giving "Corrective" surgery to make the child one sex or the other. This may cause issues later in life, as the young male suddely grows a pair and I am not talking about stones. I believe there are several good factual books on the subject.
Haslor
TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!Thanks nicstt, appreciate the test. I have a 970 also, but I try to reduce overhead as much as possible.
Another question, how is the ground resolution at source? If I have a figure kneeling and that part of the ground is in view, how does it look
I'll render a close up.
I just finished the attached 3000x1688; it took 2016-50-29 15:50:51.120 Total Rendering Time: 25 minutes 45.6 seconds (Upping resolution always increases times quite drastically. And no doubt the wate added its 'thing' too.). I adjusted the default scene from previously; zeroed the morph, and added another but instead of taking it upwards for hills I added a little in the negative and made a lake. It looks great; the only issue is the dividing line between ground and water is a bit harsh. I'm wondering if there are any tips to get rid of it; some post pro bluring might work at a pinch, but looking for ideas.
I'd be tempted to use the HDRI to light the figures in a scene and render the background seperately, if memory was becoming an issue.
I just watched the video - did you try setting the water to refraction instead of reflection? something was mentioned that refraction would allow what's under the water to show through a bit so maybe that would ease the transition line? No idea since I haven't even loaded it but I watched the video on my lunch just now lol.
I thought I'd chosen refraction, but it didn't look like it, and as I didn't save the scene, I can't check.
I had literllay just read your quote about the water line then watched the video which is what made me think of it. You could probably blend it a bit in Gimp or Photoshop as well I would think.
TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!Thanks nicstt, appreciate the test. I have a 970 also, but I try to reduce overhead as much as possible.
Another question, how is the ground resolution at source? If I have a figure kneeling and that part of the ground is in view, how does it look
I'll render a close up.
I just finished the attached 3000x1688; it took 2016-50-29 15:50:51.120 Total Rendering Time: 25 minutes 45.6 seconds (Upping resolution always increases times quite drastically. And no doubt the wate added its 'thing' too.). I adjusted the default scene from previously; zeroed the morph, and added another but instead of taking it upwards for hills I added a little in the negative and made a lake. It looks great; the only issue is the dividing line between ground and water is a bit harsh. I'm wondering if there are any tips to get rid of it; some post pro bluring might work at a pinch, but looking for ideas.
I'd be tempted to use the HDRI to light the figures in a scene and render the background seperately, if memory was becoming an issue.
I just watched the video - did you try setting the water to refraction instead of reflection? something was mentioned that refraction would allow what's under the water to show through a bit so maybe that would ease the transition line? No idea since I haven't even loaded it but I watched the video on my lunch just now lol.
I thought I'd chosen refraction, but it didn't look like it, and as I didn't save the scene, I can't check.
TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!Thanks nicstt, appreciate the test. I have a 970 also, but I try to reduce overhead as much as possible.
Another question, how is the ground resolution at source? If I have a figure kneeling and that part of the ground is in view, how does it look
I'll render a close up.
I just finished the attached 3000x1688; it took 2016-50-29 15:50:51.120 Total Rendering Time: 25 minutes 45.6 seconds (Upping resolution always increases times quite drastically. And no doubt the wate added its 'thing' too.). I adjusted the default scene from previously; zeroed the morph, and added another but instead of taking it upwards for hills I added a little in the negative and made a lake. It looks great; the only issue is the dividing line between ground and water is a bit harsh. I'm wondering if there are any tips to get rid of it; some post pro bluring might work at a pinch, but looking for ideas.
I'd be tempted to use the HDRI to light the figures in a scene and render the background seperately, if memory was becoming an issue.
I just watched the video - did you try setting the water to refraction instead of reflection? something was mentioned that refraction would allow what's under the water to show through a bit so maybe that would ease the transition line? No idea since I haven't even loaded it but I watched the video on my lunch just now lol.
Character(s) appear different from one computer to anotherIf the differences are related to morphs you created via GenX2 or GOZ then you might be missing some morph data files on the render computer.
Yes and no - the faces look different, and one was created with with the GenX2 with Genesis 3 addition. The other was with ZBrush and GoZ.
The no - the hand placement is a little different, but both bodies are straight Genesis 3 with only Genesis 3 morphs applied.
TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!Does anybody if Aquarium (http://www.daz3d.com/aquarium) will work in DS?
Also ditto FirePro9's question on DEM data, espcially the grey scale maps?
Thanks
TD3 includes a water volume, so really you get the same functionallity "out of the box" with TD3
DEM data.... if you had a way to take that and turn it into a morph then yes you could. I never played around with stuff like that. (I am the materials guy, not the morph guys :)
Character(s) appear different from one computer to anotherIf the differences are related to morphs you created via GenX2 or GOZ then you might be missing some morph data files on the render computer.
TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!Thanks nicstt, appreciate the test. I have a 970 also, but I try to reduce overhead as much as possible.
Another question, how is the ground resolution at source? If I have a figure kneeling and that part of the ground is in view, how does it look
I'll render a close up.
I just finished the attached 3000x1688; it took 2016-50-29 15:50:51.120 Total Rendering Time: 25 minutes 45.6 seconds (Upping resolution always increases times quite drastically. And no doubt the wate added its 'thing' too.). I adjusted the default scene from previously; zeroed the morph, and added another but instead of taking it upwards for hills I added a little in the negative and made a lake. It looks great; the only issue is the dividing line between ground and water is a bit harsh. I'm wondering if there are any tips to get rid of it; some post pro bluring might work at a pinch, but looking for ideas.
I'd be tempted to use the HDRI to light the figures in a scene and render the background seperately, if memory was becoming an issue.
Character(s) appear different from one computer to anotherI set up a render box, since I have purchased Pascal Nvidia cards. I copied over my library directories from the one computer over to the other. The render box has my Maxwell Titan X cards in it which were in the main computer. All the scenes I created with the main computer, then I opened them on the render computer. There's some minor differences in the pose (collision where I don't have on the main comp) and face morphs look a little different.
I checked with both standard release 4.9.2.70 and Public Build 4.9.3.71. The version doesn't make a difference, on the main comp it looks right regular or public build. On the render comp it's wrong, regular or public build. I would have had the content locations the same, but I don't have enough space on the C: partition on the render box. I changed the location for "My Daz 3D Library" which is where DIM installs things by default. When I load up scenes, it locates everything, I don't get any warnings about missing textures or items.
Main comp:
C:\Users\Me\Documents\Daz 3D\Studio\My Library
C:\Users\Public\Documents\My Daz 3D Library
Render comp:
C:\Users\Me\Documents\Daz 3D\Studio\My Library
D:\My Daz 3D Library
Seems the differences (minor differences in the pose (collision where I don't have on the main comp) and face morphs a little different) are only with Genesis 3 characters. Not all. Of the 4 I looked at, 2 were OK, 2 had the differences. Both that had differences were custom in a way - one has ZBrush morph, the other is a figure migrated from V4 (face only).
TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!(Andrew) @Uthgard, it will be along soon - very soon. Can't be more precise at the moment I'm afraid, but it WILL be along, and in good order. :)
@HorusRa It does have a lot of geometry, Azone plus Bzone is 1.3 million polies. However DS seems to handle this massive geometry count really rather well. So well in fact, that I've been creating HD morphs for the Azone, which with one pass of sub div is around 2.7 million on it's own. Yes, they do load slower when first importing them, but once they're on the figure, they dial up just like any other morph.
@Knittingmommy ah, well it's Mondfday morning, and I'm still getting my caffeine levels up, Please forgive me a little slowness. :)
@MortemVetus Ah, sweetie, you're forgiven! Almost automatic for one of my favorite vendors!!! I do have to say that bit about being able to import geometries from other TD environments into TD3 sounds good. Would love to see that in action soon! With explanations of what works and what doesn't work.













