Default Skin Translucency with Gen8 models

So I am having some trouble with the new characters. When I load them in they look dark, like in the image. From left to right those are Gen3, Gen8, Victoria 8 and Elizabeth 8. Now the fix I'm using now is selecting the skin in the surface tab and lowering Translucency Weight down, but I don't know why this is happening in the first place. Is this the default behaviour? How can I make it so the figure loads with correct default settings?

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Comments

  • Richard HaseltineRichard Haseltine Posts: 102,792

    That is how the creator set the skin - different people make different choices.

  • nonesuch00nonesuch00 Posts: 18,320

    To make it look more like the store ads you need to buy & use these portrait studio light sets and increase the glossiness

  • fastbike1fastbike1 Posts: 4,078
    edited June 2017

    FWIW, I'm seeing something much different. First: G3, G8, V8, Elizabeth 8. Default mats, viewport view. Second: Iray w/ default HDRI

    default load.JPG
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    default render..png
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    Post edited by fastbike1 on
  • nonesuch00nonesuch00 Posts: 18,320
    fastbike1 said:

    FWIW, I'm seeing somethin much different. Here are G3, G8, V8, Elizabeth 8. Default mats, viewport view

    Your image only openGL preview which as far as 'expected skin tone' goes is much more like inexperienced customers expect and usually more like the DAZ Store ad copy compared to the typical iRay render of the content such as the OP has rendered in iRay for their post. 

  • fastbike1fastbike1 Posts: 4,078
    edited June 2017

    It doesn't much matter. There is clearly something wrong with the OP's characters/skin loads. If you check my edited post, you can also see that the default render isn't much different from the viewport view. Point being that the OP's load of Elizabeth and V8 is drastically different from mine at least.

    fastbike1 said:

    FWIW, I'm seeing somethin much different. Here are G3, G8, V8, Elizabeth 8. Default mats, viewport view

    Your image only openGL preview which as far as 'expected skin tone' goes is much more like inexperienced customers expect and usually more like the DAZ Store ad copy compared to the typical iRay render of the content such as the OP has rendered in iRay for their post. 

     

    Post edited by fastbike1 on
  • WicketWWicketW Posts: 2

    Just thought I'd tell people that I have solved the issue. I had been messing with the draw settings and set them to interactive. This helps with stutter in the viewfinder but disables self-shadowing and some other features related to SSS. 

    Put Draw Mode in Draw Settings back to photoreal and all is back to normal. Thanks!

  • nonesuch00nonesuch00 Posts: 18,320
    fastbike1 said:

    It doesn't much matter. There is clearly something wrong with the OP's characters/skin loads. If you check my edited post, you can also see that the default render isn't much different from the viewport view. Point being that the OP's load of Elizabeth and V8 is drastically different from mine at least.

    fastbike1 said:

    FWIW, I'm seeing somethin much different. Here are G3, G8, V8, Elizabeth 8. Default mats, viewport view

    Your image only openGL preview which as far as 'expected skin tone' goes is much more like inexperienced customers expect and usually more like the DAZ Store ad copy compared to the typical iRay render of the content such as the OP has rendered in iRay for their post. 

     

    Sure it matters - one is textures only with primitive reductive light model (openGL preview) while the other is complex light model even if in 'preview mode' that is clearly wrongly parameterized (iRay) and what you see is the difference. openGL preview looks more realistic than the fanciful iRay render. I think the ability to create good and accurate iRay renders has been lost in the woods. Cludge after cludge to allow backwards compatibility and reuse of old technology = DAZ iRay

  • fastbike1fastbike1 Posts: 4,078

    @nonesuch00

    The point was that the there were issues wth the skin that weren't the vendor's fault. What didn't matter was whether it was the viewport preview or the Iray render.

    You are certainly entitled to your opinion of Studio's Iray implementation and capability but other people seem to be making wonderful renders. So the tool works for them. I don't recall seeing any of your efforts with Daz or other tools. Absent that, I'm disinclined to give your statement much weight. 

  • nonesuch00nonesuch00 Posts: 18,320
    edited June 2017
    fastbike1 said:

    @nonesuch00

    The point was that the there were issues wth the skin that weren't the vendor's fault. What didn't matter was whether it was the viewport preview or the Iray render.

    You are certainly entitled to your opinion of Studio's Iray implementation and capability but other people seem to be making wonderful renders. So the tool works for them. I don't recall seeing any of your efforts with Daz or other tools. Absent that, I'm disinclined to give your statement much weight. 

    Well maybe you don't recall my efforts because I exclusively use the efforts sold in the DAZ Store. Now do you know why you don't recall any of my renders as noteworthy? I pay for those and expect them to work and be good. Now what have you paid me to do for you? Really.

    Anyway, with your expertise

    https://www.daz3d.com/window-seat

    you should write up a ticket to DAZ and tell them there is a bug when one wants to use a backdrop, instead of the generated Sun-Sky or supplied HRDI, behind the window with the glass shader that product is using for the window glass in DAZ Studio 4.9.4.117. 

    However, DAZ should magically know where all the bugs are and fix them when customers deny that there are any bugs in spite of evidence to the contrary. That's an approach that is no help to DAZ or the customers. 

    Post edited by nonesuch00 on
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