Skin Overlay Products - Now Available (Commercial)

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Comments

  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    barbult said:
    I'm applying Vascularity More and Skin Details to a Generation 5 Genesis character. He is mapped with M5 UV. The skin uses omHumanSurface shader, but is silver in color. (I applied Glitterpaint -25 Silver.dsa from the Supersuit SciFi Pack before applying the skin overlay). I'm getting this error in my log file, and no displacement is applied to my character.

    Executing DAZ Script file: I:/Documents/DAZ 3D/Studio/My Library/Shader Presets/Supersuit/Metal/Glitterpaint - 25 Silver.dsa
    Script executed successfully.
    WARNING: QAccessibleWidget::rect: This implementation does not support subelements! (ID 17 unknown for QWidget)
    WARNING: QAccessibleWidget::rect: This implementation does not support subelements! (ID 18 unknown for QWidget)
    WARNING: QAccessibleWidget::rect: This implementation does not support subelements! (ID 17 unknown for QWidget)
    Executing DAZ Script file: I:/Documents/DAZ 3D/Studio/My DIM Library/Scripts/Skin Overlay/SkinOverlay Gen5UV.dse
    WARNING: Script Error: Line 1497
    WARNING: TypeError: Result of expression 'oMap' [null] is not an object.
    WARNING: Stack Trace:
    ()@:1497
    Error in script execution!

    But if I apply the M5 Phillip skin, which also uses omHumanSurface shader, the skin overlay works OK.
    Please help me get the skin overlays to work on my silver painted man!

    I am running DS 4.6.1.17 on Windows 7 64 bits.

    It is the Glitterpaint - 25 Silver shader. That shader does not have a texture image file assigned to the diffuse Color... This is an unusual situation, and is causing the oMap [null] error....

    The work around I could suggest to you is to create or locate a white texture file and assign that texture file to all of of materials diffuse that you had assigned Glitterpaint - 25 Silver shader, and then run the skin overlay script.

    Thank You for posting the log file and telling me which shader you used... That made it much easier for me to find the issue.

  • barbultbarbult Posts: 24,878
    edited December 1969

    Thanks for the quick and accurate reply! Adding a white image to the diffuse channel eliminated that script error message.

    I did run into another sort of humorous problem, though. The glitter paint shader set tiling to 4. That made funny face impressions in the character's face. I changed the tiling to 1 and got proper displacement, but then the glitter texture was larger than it should be. I guess this shader just doesn't work well with the skin overlays, because of the tiling. That is something I'll have to watch out for when selecting textures. Of course, the skin overlays work fine with normal skin textures, because they aren't tiled.

    tiling_1.jpg
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    tiling_4.jpg
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  • Zev0Zev0 Posts: 7,098
    edited October 2013

    Alternatively you can scale down the glitter on the glitter map, eg tile it and resave, then plug that one in, so when you apply it without tiling, the glitter is a lot smaller. Thats if the shader uses a map for the glitter..

    Post edited by Zev0 on
  • barbultbarbult Posts: 24,878
    edited December 1969

    Zev0 said:
    Alternatively you can scale down the glitter on the glitter map, eg tile it and resave, then plug that one in, so when you apply it without tiling, the glitter is a lot smaller. Thats if the shader uses a map for the glitter..

    Yes, it is kind of a hassle, but it works. I tiled the glitter image in Photoshop and changed the surfaces in DAZ to use the tiled one.
    Glitter_Tiled_in_PS_first.jpg
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  • barbultbarbult Posts: 24,878
    edited December 1969

    A few days ago, I tried using the skin overlays on G2M with an M5 UV skin. I got an error message saying that the UV was not V5 or M5 and it would assume V5. The skin UV was M5, so why the error? Will it not work on G2M? Or does it work on G2M, but I did something wrong?

  • DraagonStormDraagonStorm Posts: 748
    edited December 1969

    barbult said:
    A few days ago, I tried using the skin overlays on G2M with an M5 UV skin. I got an error message saying that the UV was not V5 or M5 and it would assume V5. The skin UV was M5, so why the error? Will it not work on G2M? Or does it work on G2M, but I did something wrong?

    Did it do the conversion?

    It might have been a typo where I meant to respond M5 but typed V5 out of habit....

  • Zev0Zev0 Posts: 7,098
    edited December 2013

    edited

    Post edited by Zev0 on
  • barbultbarbult Posts: 24,878
    edited December 1969

    I think my problem is that all the skin surfaces were UV M5, but the EyeReflection surface, which M5 characters do not have, was not M5 UV. As an experiment, I changed the EyeReflection UV to M5 and then the overlays applied without giving me any error message. Even when I got the error message, the overlays applied, but the error message implies that they are converted to V5 UV, not M5 UV, so I suspect they do not put the "spots" in exactly the place they should go for M5.

    Since the overlays apply to skin, it would be great if they only checked the UV setting for skin surfaces. Then I suspect I would not have run into this problem. What do you think?

    Here is a screen shot showing my M5 skin UV and the error I got.

    Not_M5.JPG
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  • TJohnTJohn Posts: 11,228
    edited December 1969

    barbult said:
    I think my problem is that all the skin surfaces were UV M5, but the EyeReflection surface, which M5 characters do not have, was not M5 UV. As an experiment, I changed the EyeReflection UV to M5 and then the overlays applied without giving me any error message. Even when I got the error message, the overlays applied, but the error message implies that they are converted to V5 UV, not M5 UV, so I suspect they do not put the "spots" in exactly the place they should go for M5.

    Since the overlays apply to skin, it would be great if they only checked the UV setting for skin surfaces. Then I suspect I would not have run into this problem. What do you think?

    Here is a screen shot showing my M5 skin UV and the error I got.


    I get this error as well. The problem is that there are few M5 eye textures that are realistic, sorta bland. Maybe we can work around by changing the eye textures after we add the skin overlays?
  • GiichilGiichil Posts: 36
    edited December 2013

    Could someone post a few shots of them using the Vascularity more and Skin detail on an M4 character?
    I'm not sure how old the vascularity or detailed skin would make my character look.

    Post edited by Giichil on
  • GriffinFXGriffinFX Posts: 2
    edited December 1969

    I was inspired to create "The Veteran" by your age morphs and the skin overlays. Just posted it in the gallery.

    With your product I don't see much separation between DAZ users and 3ds max, Maya etc...

    Your product is a game changer.

    Please put scars next on your list. In particular I mean "healed scars" for the face and body. Especially for the face. These "character" imperfections are what make photo realistic imagery and with that in my toolbox I can produce art they put on the cover of CGI magazines.

    Keep up the amazing work!

    The-Verteran-Forum.jpg
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  • GriffinFXGriffinFX Posts: 2
    edited December 1969

    Here is another one. The Wise Guy.

    Keep it coming Zev0

    WiseGuy-Final.jpg
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