If you mean the mesh distortion yes, it is not possible to FULLY smooth the mesh it seems. I have the same mesh issue. You can try upping the subdivision of the figure to smooth it even more but that doubles or more the figures Ram use.
That is pretty much what I meant. The other fingers and toes are really still there just the Shape of the MESH (the part the figure is made from) was changed to make them look like they are gone. So getting the SHAPE to look better than it does is next to impossible.
yea maybe I should try my x away switches and see what happens? or cover them with the latex material. can you shade a material? it doesn't let you select it.
The Best I ever did was just use Camera angles and Poses that Hide the bad parts. And Close ups will be hard to do unless you pose the hands /feet just right.
yea but its funny people talk a lot about smoothing and shading but something like that its like well just cover it up. speaking of shading what is shade baker?
Smoothing only works on a item touching another item like clothing touching the figure, here it is all one item so that will not work. The Figures hands and feet are all one texture so a shader can not hide just a part of it either.
Shader Baker is one of the features of DAZ Studio that I have never personally need so I'm no help on that question.
yea but its funny people talk a lot about smoothing and shading but something like that its like well just cover it up. speaking of shading what is shade baker?
Shading is not a 'cover it up'...without 'shading' you get nothing in a render. Shading is what defines the surface...it tells the renderer what kind of surface and all the properties of it.
Smoothing has a couple of meanings...somewhat related. Smooth shading means that the item will be displayed as a smoothed surface instead of as discreet facets/polygons. Smoothing in relation to collisions refers to how the result will be displayed (just push it out or 'average' the results).
Shader Baker is one of those things that very few folks actually use. In fact, I know I've never used it in all the years I've been playing with DS. It is probably of more use to those exporting for game use, but in the everyday 'regular' work flow, it's not commonly used.
Here is the description from the documentation on it...
Shader Baker makes it possible to bake many of the properties of a shader down to a texture map. While the results will not always look exactly like the original shader, this feature will allow you to roughly see what the content will look like in its final render. If the baked textures are good enough, they can also be exported for use in other applications, such as for games, with no visible loss in quality.
interesting but I think its more like everyone knows its very complicated and don't want to take the time to use it..........I will get in that line. What games do people put these things in?
interesting but I think its more like everyone knows its very complicated and don't want to take the time to use it..........I will get in that line. What games do people put these things in?
It's not all that complicated...it's that I (and many others) just don't really see the need for it. I mostly do 'stills' and want complete flexibility. 'Baking' locks in one specific setup.
It makes a new texture out of the existing texture + any shaders you've changed/tweaked/etc. Then you can apply that...but it's already in a 'fixed' state. This is fine for game use and such, but 'art' rendering and even some animation need to have flexible settings, not 'fixed in stone' ones.
Ok I may not be understanding this right but I made this glossy clear suit with shaders glass & HDR kitchen. So.....if I bake this it will make it visible even before render?
As mjc1016 points out that is more a item for use in Game engines, or to use scaled down texture versions in other render applications. I do dabble in Game design so let me say up front DAZ 3D content is so NOT game ready, it takes more work to convert the items for use than needed. I much prefer buying my Game content from sites that make content for my game engine. Its often cheaper and is GAME ready with zero work needed on my part. The texture you get from Shader baker will have all shadows COOKED to the surface, so for most game engines that have proper lighting you must set up a uniform lighting in DS before you bake to avoid unwanted shadows. And then most items are so polygon HEAVY that you must reduce the models detail to next to useless before you can use it in a game or you Frame rate BOGS way down with the item loaded.
Comments
If you mean the mesh distortion yes, it is not possible to FULLY smooth the mesh it seems. I have the same mesh issue. You can try upping the subdivision of the figure to smooth it even more but that doubles or more the figures Ram use.
You lost me at mesh distortion. Between the fingers not look same toes. :long:
That is pretty much what I meant. The other fingers and toes are really still there just the Shape of the MESH (the part the figure is made from) was changed to make them look like they are gone. So getting the SHAPE to look better than it does is next to impossible.
yea maybe I should try my x away switches and see what happens? or cover them with the latex material. can you shade a material? it doesn't let you select it.
The Best I ever did was just use Camera angles and Poses that Hide the bad parts. And Close ups will be hard to do unless you pose the hands /feet just right.
yea but its funny people talk a lot about smoothing and shading but something like that its like well just cover it up. speaking of shading what is shade baker?
Smoothing only works on a item touching another item like clothing touching the figure, here it is all one item so that will not work. The Figures hands and feet are all one texture so a shader can not hide just a part of it either.
Shader Baker is one of the features of DAZ Studio that I have never personally need so I'm no help on that question.
o ok
Shading is not a 'cover it up'...without 'shading' you get nothing in a render. Shading is what defines the surface...it tells the renderer what kind of surface and all the properties of it.
Smoothing has a couple of meanings...somewhat related. Smooth shading means that the item will be displayed as a smoothed surface instead of as discreet facets/polygons. Smoothing in relation to collisions refers to how the result will be displayed (just push it out or 'average' the results).
hmm ppl seem to be dodging shade baker
Shader Baker is one of those things that very few folks actually use. In fact, I know I've never used it in all the years I've been playing with DS. It is probably of more use to those exporting for game use, but in the everyday 'regular' work flow, it's not commonly used.
Here is the description from the documentation on it...
http://docs.daz3d.com/doku.php/artzone/pub/software/shaderbaker/start
interesting but I think its more like everyone knows its very complicated and don't want to take the time to use it..........I will get in that line. What games do people put these things in?
It's not all that complicated...it's that I (and many others) just don't really see the need for it. I mostly do 'stills' and want complete flexibility. 'Baking' locks in one specific setup.
It makes a new texture out of the existing texture + any shaders you've changed/tweaked/etc. Then you can apply that...but it's already in a 'fixed' state. This is fine for game use and such, but 'art' rendering and even some animation need to have flexible settings, not 'fixed in stone' ones.
Ok I may not be understanding this right but I made this glossy clear suit with shaders glass & HDR kitchen. So.....if I bake this it will make it visible even before render?
As mjc1016 points out that is more a item for use in Game engines, or to use scaled down texture versions in other render applications. I do dabble in Game design so let me say up front DAZ 3D content is so NOT game ready, it takes more work to convert the items for use than needed. I much prefer buying my Game content from sites that make content for my game engine. Its often cheaper and is GAME ready with zero work needed on my part. The texture you get from Shader baker will have all shadows COOKED to the surface, so for most game engines that have proper lighting you must set up a uniform lighting in DS before you bake to avoid unwanted shadows. And then most items are so polygon HEAVY that you must reduce the models detail to next to useless before you can use it in a game or you Frame rate BOGS way down with the item loaded.
For your example above the High Lights will BAKE right where they are and STAY there.
I think I get what your saying but don't hold me to that.