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Daz 3D Forums > Search
  • Duplicate Formulas Found?

    Look in your Daz Studio log file. It will tell you what item is causing the problem. If it is a morph or property you created yourself, try making a small change, like changing the color of the slider and resave the morph. That has corrected the issue for me when it occurred on properties I created.

    By

    barbult barbult May 2016 in Technical Help (nuts n bolts)
  • “...accurate character tolerances made Daz a go-to solution on CAPTAIN AMERICA, THOR, and IRON MAN.”

    I'm confused StratDragon. Are you saying you can't morph or rig or animate or something in one of those other programs? Because I know you can do all of those things in studio. Most of them (I don't rig at this point) I have done myself.

    no I'm saying a Lamborghini Huracán and a Ford Fiesta (as Daz loved to cite) are both sports cars, Kobe Beef and Koala Jerky are both meats, a handmade Stradivarius and a box with crank that exposes a springing clown under the lid who socks you in the nose with a boxing glove are both musical instruments; however to compare these as in the same class could be interpreted as being highly selective of information without present a case for it. Are LWO,MAX or MAYA competitors to DS? It would make more sense for Studio to present itself as a challenger to Poser, which isn't free but all the content that is bundled with it I would think is a fair assessment. Otherwise where is Poser on this list? for that matter where is Blender on this list?

    If someone asks you to back up your claims which are a bit disingenuous or sketchy to begin with you can't expect "don't question it, just accept it" to satisfy the inquiry. 

    We have a saying in 'Merica: Don't write checks your hinney can't cover!

    however I am in the market for a Koala Jerky covered Ford Stradivarius with boxing clown inside if anyone knows someone. 

     

    By

    StratDragon StratDragon May 2016 in The Commons
  • “...accurate character tolerances made Daz a go-to solution on CAPTAIN AMERICA, THOR, and IRON MAN.”

    I'm confused StratDragon. Are you saying you can't morph or rig or animate or something in one of those other programs? Because I know you can do all of those things in studio. Most of them (I don't rig at this point) I have done myself.

    By

    Khory Khory May 2016 in The Commons
  • Head size

    I render a lot of men, and sometimes just a slight nudge bigger using the head proportion scale can make a difference in how an image looks. It really depends on the character, and what they are wearing and the angle of the camera. Female heads are bigger by default, but guys tend to run small. If the Scott Head morphs for gen 7 are dialed in, you want a touch bigger, since that morph makes the head smaller overall 

    It also can have something to do with the character's facial features. Females tend to be stylized wtih big eyes and big lips. male characters can sometimes go the opposite with more close features So dialing in a touch of bigger head shape can make a difference in what a guy looks like.

    Of course like most things, it is a matter of taste.

    If I dial the head a bit larger, because the character is wearing something bulky or the angle is extreme I may dial it down to zero again, when I take his shirt off and put him in boxers. 

    By

    Serene Night Serene Night May 2016 in The Commons
  • How do I save duplicate nodes and ubershader cutout settings for distribution?

     

    Thanks Richard and mjc1016...I didn't do an allover texture just a partial with transmaps. This has such possibilities plus I'm really enjoying messing around with it to see what I can do. I love the fact that you can weight map it and move it away from the body.

    I used my own maps on the node...so that shouldn't be an issue. Is there a way to save the node so it's easy to preload or would I need to do pdf explaining how to use the files? It's not finished yet but this is what I have so far.

    The leaves and the transmap are applied to the node...the texture underneath is my diva texture that goes with my morph. It's not set up for Iray only 3delight at the moment but it didn't do too badly but still needs to be adjusted.

     

    By

    Pendraia Pendraia May 2016 in Daz Studio Discussion
  • SY Ultra Templtes for Genesis 3 Female Problem

    Hi I'm not sure if this is a bug but the big dress template will not work. The only way  it has worked is if i add the big dress template to the scene and the then use this as source in the transfer utility then fit my dress to genesis 3 Base female. When i do the normal transfer utility way it always crashes daz studio at the breast bridger part. I know its not my dress the problem because i have tried it with gen 2 F with the sickle dress rig. I haven't tried the cape and loin templates but i have tried the other 2 dress templtes with it and it works but of cause the are for shorter dresses so they were not suitable for my dress.

    By

    miss big miss big May 2016 in Technical Help (nuts n bolts)
  • UV Tailor

    What I'd like, myself, is a UV-transfer tool, whereby a mesh could be remapped according to a UV-set on another mesh, based on relative mapping of an existing map held in common.  (This wouldn't work, say, between Posette and Victoria 6 G2F, but if both G2F and the loaded Kids4 share a V4 map, one could remap Kids4 according to Victoria 6 or vise versa.)  It'd basically line up seams and user-selected index points (navels or nipples, for example), and extrapolate the points between for minimal stretching.

    How doable is that?

    That would be great! :D

    By

    RCDeschene RCDeschene May 2016 in The Commons
  • More problems, but what else is new LOL...

    I'm not at my computer now (on iPad) so can't check, but I didn't change anything that the vendor originally had set up except experimenting with smoothing so I'm assuming they had that set up correctly... And now I've had problems with three different G3 outfits and I don't know if they were all by the same vendor, but I doubt it, so I don't know if the problem is somehow with that particular character or what. I realize now there was a lot of V7 in the morph but G3 clothes should fit V7... The pants were on a different character though and that had problems too, but not poke through, the strange thing on the side of her leg...

    By

    Wonderland Wonderland May 2016 in New Users
  • Released: "A Touch Of Dirt For Iray" (Commercial)

    Displacement is a way to move the mesh of the object, kind of like an HD morph. It can be used effectively with the 3Delight render engine to do things like put wrinkles on a character's skin, make tread on vehicle tires, give texture to bark on a tree, etc. Displacement doesn't work very well in Iray, because it doesn't work the same way it does in 3Delight. I recommend zeroing it out. If you have a fantastic computer with a fantastic NVIDIA graphics card with 6-12 GB of GPU memory, you can try to get some use out of displacement in Iray by increasing the displacement subD setting in the Surfaces pane. Other than that, displacement just causes trouble in Iray, in my opinion.

    By

    barbult barbult May 2016 in Daz PA Commercial Products
  • Released: "A Touch Of Dirt For Iray" (Commercial)

    Oh, and clicking on the V3DPD Transfer Original Figure Maps tab gives me options but they do not respond when I click on them (assuming they should).

    By

    MJW MJW May 2016 in Daz PA Commercial Products
  • Released: "A Touch Of Dirt For Iray" (Commercial)

    Gosh!

    1. The figure is one I have been using having changed the shape and size using the normal adjustments in parameters and actor and the like - I think I am right calling it a morph. So that was there first.

    2. The close-up of the shell only shows it is a problem there (see image). I have used the 'V3DPD Apply Dirty Shell' button in the Shader Presets folder. I notice (unnoticed earlier) that the problem affects the eyebrows as well.

    3. I use 4.8

    4. Don't touch Connect - refuse to have anything to do with DRM

    5. Not sure I understand how to do this. I have reset the ndividual bits (eg lip peak, lip upper curves, etc) but there was no difference in the area unshaded. 

    Sorry to cause problems, but this is a key character for me and I want this apparently very good shader method to work.

     

    Does your character's skin surface use displacement?

    Good question. MJW, at this stage of the load, you see the shell with no shader applied on the image you showed. So it is a very good indication to know it comes from the shell.

    I've opened my 4.8 and tested on a special mouth morph rapidely made on Zbrush. I had no problem at all. So either there is something unknown about your specific morphs that we have to discover in order to solve your issue, or, and this is as Barbult the feeling I have, there might be a displacement map on the face and lips surfaces of your original figure. This would be easy to solve.

    To check if you have displacement maps, select the figure "Face" surface of your figure and, in the surfaces / editor tab, in the "enter text to filter by" top window, hit "disp" (see image). The fact that this happens on the eyebrows is a clue for displacement. In the image I show what can happen with displacement if you don't copy it to the shell.

    By

    V3Digitimes V3Digitimes May 2016 in Daz PA Commercial Products
  • Released: "A Touch Of Dirt For Iray" (Commercial)

    Gosh!

    1. The figure is one I have been using having changed the shape and size using the normal adjustments in parameters and actor and the like - I think I am right calling it a morph. So that was there first.

    2. The close-up of the shell only shows it is a problem there (see image). I have used the 'V3DPD Apply Dirty Shell' button in the Shader Presets folder. I notice (unnoticed earlier) that the problem affects the eyebrows as well.

    3. I use 4.8

    4. Don't touch Connect - refuse to have anything to do with DRM

    5. Not sure I understand how to do this. I have reset the ndividual bits (eg lip peak, lip upper curves, etc) but there was no difference in the area unshaded. 

    Sorry to cause problems, but this is a key character for me and I want this apparently very good shader method to work.

     

    Does your character's skin surface use displacement?

    By

    barbult barbult May 2016 in Daz PA Commercial Products
  • Released: "A Touch Of Dirt For Iray" (Commercial)

    Gosh!

    1. The figure is one I have been using having changed the shape and size using the normal adjustments in parameters and actor and the like - I think I am right calling it a morph. So that was there first.

    2. The close-up of the shell only shows it is a problem there (see image). I have used the 'V3DPD Apply Dirty Shell' button in the Shader Presets folder. I notice (unnoticed earlier) that the problem affects the eyebrows as well.

    3. I use 4.8

    4. Don't touch Connect - refuse to have anything to do with DRM

    5. Not sure I understand how to do this. I have reset the ndividual bits (eg lip peak, lip upper curves, etc) but there was no difference in the area unshaded. 

    Sorry to cause problems, but this is a key character for me and I want this apparently very good shader method to work.

     

    By

    MJW MJW May 2016 in Daz PA Commercial Products
  • Everything is a WIP...Kismet2012's Renders

    I Like the one called Magic. thos glowing willowisp things a a great effect! Is that from the particles?

    I used some of Jepe's effects.  They are part of this set:  Jepe's PlateZ III

     

    Those are a lot of nice effects, it says in the description only about iray textures, so no 3delight textures included? I guess I could transfer that to 3delight but that time I could invest in Gimp to make something myself...

    This is his original set which was 3DL...iray wasn't around yet.  Not sure how it has changed since then.

     

    Now I am curious and have to go look.

     

    Edited to add:  I have 2 versions.  One is 3DL and one is Iray...must have been snuck in with an update.  I really need to pay better attention to those updates.

     

    Thanks for the info, I guess I'll push it over to my wishlist thenlaugh

    By

    Linwelly Linwelly May 2016 in Art Studio
  • Everything is a WIP...Kismet2012's Renders

    I Like the one called Magic. thos glowing willowisp things a a great effect! Is that from the particles?

    I used some of Jepe's effects.  They are part of this set:  Jepe's PlateZ III

     

    Those are a lot of nice effects, it says in the description only about iray textures, so no 3delight textures included? I guess I could transfer that to 3delight but that time I could invest in Gimp to make something myself...

    This is his original set which was 3DL...iray wasn't around yet.  Not sure how it has changed since then.

     

    Now I am curious and have to go look.

     

    Edited to add:  I have 2 versions.  One is 3DL and one is Iray...must have been snuck in with an update.  I really need to pay better attention to those updates.

     

    By

    Kismet2012 Kismet2012 May 2016 in Art Studio
  • Everything is a WIP...Kismet2012's Renders

    I Like the one called Magic. thos glowing willowisp things a a great effect! Is that from the particles?

    I used some of Jepe's effects.  They are part of this set:  Jepe's PlateZ III

     

    Those are a lot of nice effects, it says in the description only about iray textures, so no 3delight textures included? I guess I could transfer that to 3delight but that time I could invest in Gimp to make something myself...

    By

    Linwelly Linwelly May 2016 in Art Studio
  • Released: "A Touch Of Dirt For Iray" (Commercial)

    Got a problem. The first time I have tried using this, on a figure morphed by me, the lips are remaining steadfastly clean. The image shows the character and a V7 but the lips are ignored in my modifiied character. I can't fathome out a reason, having tried applying the same skin to the V7 (although the colours came out very different.

    First time I see this and yet, there were a lot of tests.

    1. Was the shell applied after of before the morph was applied?

    2. What is happening if you just "create a geometry shell" on the figure using Create/New Geometry Shell?

    I try to understand if the issue comes from the geometry shell. This will give me clues to propose you a solution for this.

    The impression I have is that your custom morph is not seen by the geometry shell. The idea I have is that if the morph is save as a custom morph for the figure and then reloaded, then if should be "seen" by the shell. This is the intuition I have. If it is the case, I'll report a bug to Daz, because this is a bug in the way Shells treat not saved morphs. But for this we first have to check it comes from the shell or not. But I think saving your morph using : file/save as/ support asset/morph asset, then reloading the morph on the figure, it might solve this. Not sure, just a feeling.

    Edit :

    - can you also tell me if you're with 4.8 or 4.9. I tried to replicate this but don't manage. I meant I create a mouth morph using ZBrush but the shell then works for me.

    - can you tell me if the original figure was installed with Daz connect (I try to find the conditions which will allow me to replicate the issue).

    - can you tell me if when you dial your lips morph to 0, the lips are then covered with the shell?

    - Suddenly I have a doubt : can you tell me if the material you use for the figure also uses displacement maps??? If it is the case copy the maps and strength using the script dedicated for that, adjust SubD level and min max of the shell to match the one of the original figure. I think this is the first of my video tutorial  here concerning the displacement (it begins at around 5 minutes and 10 second ends at around 6 minutes 42)

     

    By

    V3Digitimes V3Digitimes May 2016 in Daz PA Commercial Products
  • A Touch of Dirt can do more than add dirt

    Ok, now that I have it... it's amazing, does a lot of amazing things, but what I've been working on is different. Whew.

    (I also highly advise people get this thing, it's amazing)

     

    Wow, the time to write my last post while preparing the diner for my small children there were already plenty of messages... I thought I was not in the right thread any more when the page refreshed lol! I won't be able to answer to all or my children will sleep before the end of the diner.

    Thanks a lot for the feedback Will, coming from someone who also created procedural shaders it makes me happy to see you appreciate it :) You're right we did not treat the procedural potential the same way. Yours is more general than mine, can probably do more things on some areas, but less on other areas, this is the meaning of my previous post. And both shaders can "spread" out their initial fields of application.

    As you'll see in the shader mixer, a huge amount of work has gone into this network, and I remade large parts of the network several times. But take care, starring to much at this brick network can give serious headaches! (thanks go you cannot see the scripts automatising the creation, the map transfer, and giving the dirt control interface, this is even worse in term of headaches!).

    I'm gonna be offline a while now, for my family.

    By

    V3Digitimes V3Digitimes May 2016 in The Commons
  • A Touch of Dirt can do more than add dirt

     

    Since I've been working on something a lot like Touch of Dirt, I'd also point out that one of the really cool things about that approach is the ability to ignore UV mapping. Those color splotches and bumps will fill any surface fairly evenly.

     

    Yes, It is nice to be able to apply it to a character and not have the face tiled way smaller than the body. A Touch of Dirt has the capability to copy bump, normal, displacement and opacity maps from the object to the geoshell dirt if you want to. That can be combined with the procedural effects. Of course, if you choose to copy those maps, then you are UV bound again.

    Ha! forum spell checker wanted to change geoshell to seashell.

    Edit: Opps, sorry for repeating info already posted. We were typing at the same time, I guess.

     

    Yes but only the mapped part are UV linked again, all the procedural parts remain object linked and not UV linked whatever happens. Maps are here to be sure respect geometry offsets (bump, normal, displacement)  and particular cases of opacity (hair, torn outfits - which is cool with dirt -). They work on perfectly independent systems which "join" at the end.

    Will to answer to you the starting base for them is a "Specular/Roughness/". I prefered this one, the other one could have done the job too, this is just a personal preference.

    Procedural shaders are all great. And procedural shaders must probably exist since Perlin Noise met 3D..  All of the ones I saw (3Delight or Iray) are really absolutely incredible shaders in general to add realism to scenes.

    There are plenty of really cool Iray products already using procedural brick networks. I think of the great Esha's procedural gem shaders. These shaders can do a lot of wonderful things (http://www.daz3d.com/procedural-gem-shader-for-iray). Your shaders will are also good procedural shaders. I think Mec4d too has procedural shaders in some of her products, and probably many more users and PA. I started this product almost immediately with Iray, and a first "version" of it was ready late October 2015. Esha also began very early we were interacting at the beginning to be sure to respect and not overlap each other's work. When I realised that if I wanted more flexibility (not only "one dirt", but plenty of dirts), I understood that one noise for the color and one noise for the opacity would be insufficient to get a wide variety of dirt. So I recreated the whole shader with more possibilities than I ever saw in term of procedural noises opacities and colors. I added the map mixing stuff because I realised that displacement were not covered by the geometry shells, but by the shaders, and I could not seriously exclude all displaced objects from the pool of objects it would work on... Well I added everything (multinoise mixing, map allowance) specifically to this need and finally, the time to include the automatic shell creations, the automatic maps transfer and the interface making dirt management clear, it was March 2016 or something like that.

    Procedural shaders are like other shaders, they all have their specificity, and can do also other things out of their initial field of application. But if I wanted to make gems, I'd probably go on Esha's product because I know it's been specifically developped for that purpose. If I wanted to add dirt everywhere, I'd go on mine. If I wanted procedural fabric, I'd go on Mec4d ones. If I needed a procedural refraction, I'd go on Will or Esha ones. Each has its intial specificity and can do a few things the other does, but each is a bit more specialised, will be more appropriate, on some fields of applications. If I want to climb a steep mountain with a car, I take a 4x4, and if I  want to drive on a racetrak I take a racing car.  Of course nothing prevents me to take a racing car to climb a mountain or a 4x4 to drive on a racetrack, but it would not be the most appropriate vehicule, even if it would globally work.

    It's a luck we have to have already so many procedural shaders, and that we are already able to make so many usage of them.

     

    By

    V3Digitimes V3Digitimes May 2016 in The Commons
  • Cheetah Girl for Genesis 3 Female

    FURRIES!!! :D
    Will there be a male version? :3

    Yes we're working on Him.  He'll be Compatible with "The Guy 7" to start, (and then other morphs) like how Cheetah Girl Cloe is Compatible for The Girl 7.  We also have tons of other Anthro/Furries and ALiens in the works.

     

     

    The head morph looks great, makes me curious how good expressions work on her, while the spots pattern could be improved a bit. What bothers me more is that there's no tail, or at least some fits and texture for an existing tail product.

    Next time please throw in a tail and eventually some creature feet morphs with claws or even a Look At My Hair preset, which would make that an adorable product, just like a cuter version of Raws creatures - as this is truly missing for long time (since Melody that was for A3 with a more tooney look).

    I still like her and will buy to encourage more products like that. Already have some ideas for using her in sci-fi renders, just might try adding/texturing some tail then myself, not sure how successful that will be though..  ;)

     


    We have a few other heads inmind for the cats besides Cheetah,  We had more realistic Spots, but it seemed "Toony" was perfered,  we will be releasing the realistic spots as a freebie.   As for no tail, we haven't figured out how to get Geographing down yet, So we're working on that as an addon. We're New to Aliens and Anthros with Gennesis, with our only prior works on V4 over at Content Pridise and Renderosity, and Near-Me (Thouh we do have a robot girl here too plug plug ;)  http://www.daz3d.com/honey-bolt )   
    We do have those updates in mind based for Cloe, we've just been working on her so long as is (again we're New to Genesis ) that we wanted to finaly get her out as is, and then work in the retro updates to her and add those to our other characters going foward.  

     

    Awesome, glad to hear there's more to come.
    As for the texture, toony in general is fine, it's just the size and maybe pattern of the spots that I was thinking about, but then who am I to critizise as long as I did not release something such quality myself.
    Personally I love this what I'd call 'semi-toon' style, not so much 'toony' like WIllDupres 'ToonyTigers', and less 'realistic' (not the best word for fantasy creatures ^^) than RawArts creatures, mixed with some subtle cuteness - you offer exactly what have been missing and what in renders works very well together with other semi-toons like The Girl 7 / The Guy 7 or 3D Universes Genesis1/2/3 characters (though yours even play nicely with more realistic characters). So you already did a great job :D
    If you don't know about that one, for the geo-grafting please have a look at Hiro Protagonists tutorial in the nuts&bolts forums, I think there is no better one explaining the process step by step even to beginners: http://www.daz3d.com/forums/viewthread/24555/
    And Honey Bolt - yeah, another cutie in my runtime since the first (complete) release ;)

    By

    bad4u bad4u May 2016 in The Commons
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