ZDG random Daz Studio discoveries and questions.

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  • mjc1016 said:

    Yes, but with transmapped hair, at least you only need to do it once for each set of ears per hair.  And you can do a couple of short cuts if you use proportional editing.  I've been playing with hair in Blender a fair amount lately and proportional editing gets you a 'rough' morph quickly and there's a lot less actual scupting to do.

     

    I'll need to look into it, then. Thanks for the tip =)
  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2016

    FWSA Finley's Jewelry, is rather incredible.

    That was a brief experiment with G2F stuff on G3F. The Scarf Braid Hair looks really good (haven't looked at posing yet). This is a quick alt shader applied to Finley's body maps for a quick test as well.

    The jewelry is incredibly detailed.

    I tended to get so close to see this, that the view field just went threw the Jewelry. Here I am using a camera at 120 focal length, and it is still on the edge of going threw the stuff, lol.

    So the Jewelry is very nice. I'm still tinkering with outfit possibilities for Finley.

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  • Mustakettu85Mustakettu85 Posts: 2,933
    edited February 2016

    Yep, that's why they removed my pointy ears as a child, too make me fit in better in school... I don't think it worked at all. Humans can be so illogical at times.

    "At times" or "most of the times"?

    The thing is, most styles made for elf ears work fine without zeroing out the ear dial

    Is there a surefire way of knowing which ones are made that way? Or just a general idea of "if it's an updo/ponytail/braid that does not cover ears, it should work"?

    There are two (older ones) I have whose names are a sign:

    http://www.daz3d.com/elven-hair - good, but somewhat overly stylised with those loose braid-things.

    http://www.daz3d.com/fair-fae-hair - needs a skullcap or something, the forehead is made way too high.

    There was also a nice loose long one at Rendo, but it got clearanced I think.

    Post edited by Mustakettu85 on
  • mjc1016mjc1016 Posts: 15,001
    mjc1016 said:

    Yes, but with transmapped hair, at least you only need to do it once for each set of ears per hair.  And you can do a couple of short cuts if you use proportional editing.  I've been playing with hair in Blender a fair amount lately and proportional editing gets you a 'rough' morph quickly and there's a lot less actual scupting to do.

     

    I'll need to look into it, then. Thanks for the tip =)

    One of the renders I did not that long ago, I just picked a couple of vertices on the edge of the hair, around the ear (one or two on each layer) and with proportional on, just pulled them back,  After that it was just a tap with a smoothing bruch in sculpt mode..., repeat for other side, export, use morph loader. Done.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2016

    Yep, that's why they removed my pointy ears as a child, too make me fit in better in school... I don't think it worked at all. Humans can be so illogical at times.

    "At times" or "most of the times"?

    That is a good one, and I think it depends on the individual as much as time, lol.

    The thing is, most styles made for elf ears work fine without zeroing out the ear dial

    Is there a surefire way of knowing which ones are made that way? Or just a general idea of "if it's an updo/ponytail/braid that does not cover ears, it should work"?

    There are two (older ones) I have whose names are a sign:

    http://www.daz3d.com/elven-hair - good, but somewhat overly stylised with those loose braid-things.

    http://www.daz3d.com/fair-fae-hair - needs a skullcap or something, the forehead is made way too high.

    There was also a nice loose long one at Rendo, but it got clearanced I think.

    The weather is acting up outside, so I'll look at that hair later on. I need to clear off the deck, and check the UPS system in back. (Yea, I just lost the not so critical scene from the former post, lol). The white stuff is building up real nice on the trees. I'll see if I can get a Photo.

    Yep, that's white, lol.

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  • FistyFisty Posts: 3,416

    Should come to this rochester, it's bright and sunny here now =)

  • Oh wow Zarcon, you just stepped out and snapped this? Soo lovely. It's winter here too, but it's so damn ugly in a giant city. More muddy-coloured than white.
  • mjc1016mjc1016 Posts: 15,001

    Next snow, I'll have to put up some pics of my place...but here's some from years past...

    http://s836.photobucket.com/user/mjc26250/slideshow/Winter09-10

  • I'm officially jealous of y'all =D

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2016
    Oh wow Zarcon, you just stepped out and snapped this? Soo lovely. It's winter here too, but it's so damn ugly in a giant city. More muddy-coloured than white.

    Na, I took the pic from inside with the door open. It looks nice out there, as long as the view is above all the other Mobil homes, lol.

    And yes, that was just taken.  The thing that's not so good about all that snow sticking to everything that looks so pretty, is it is bring limbs down on the power lines. Just small ones so far, tho it is enough to cause power flickers every now and then.  BTW, that small antenna tower ("The Harpoon") has been hit by a few larger branches years past, one left a rather nice "Battle scar" on the side of my Blazer I had at the time. Bounced off the roof, split in half on the tower, and left a nice dent on the side of the Blazer.

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  • FistyFisty Posts: 3,416
    edited February 2016

    This was last year, out the front of our appartment building.


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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2016

    Thoes are Very Very Nice photos Fisty and MJC1016. About the only place I feel comfertable taking photos of the weather around here, is the lake out back, and up around the corner at the Airport. With the amount of snow on all of the branches, I'm going to be staying in here for a tad longer.

    Oh, Whom is that, looks like a posibility for a fun FWSA Finley render. There are still a few things I need to adjust, tho still verry nice I think.

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  • SaphirewildSaphirewild Posts: 6,669

    Thoes are Very Very Nice photos Fisty and MJC1016. About the only place I feel comfertable taking photos of the weather around here, is the lake out back, and up around the corner at the Airport. With the amount of snow on all of the branches, I'm going to be staying in here for a tad longer.

    Oh, Whom is that, looks like a posibility for a fun FWSA Finley render. There are still a few things I need to adjust, tho still verry nice I think.

    What beautiful Hair on this beautiful lady ZDG where did you get it if I may ask?

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2016

    Thoes are Very Very Nice photos Fisty and MJC1016. About the only place I feel comfertable taking photos of the weather around here, is the lake out back, and up around the corner at the Airport. With the amount of snow on all of the branches, I'm going to be staying in here for a tad longer.

    Oh, Whom is that, looks like a posibility for a fun FWSA Finley render. There are still a few things I need to adjust, tho still verry nice I think.

    What beautiful Hair on this beautiful lady ZDG where did you get it if I may ask?

    Ah, yes. "Scarf Braid Hair" by EmmaAndJordi. It was one of the G2F styles I was about to test on G3F elves.

    http://www.daz3d.com/scarf-braid-hair

    I have yet to verify that the pose and adjustment dials work on G3F figures (it's for Genesis 2 Female, Not Genesis 3 Female). Here I have let Auto-fit adapt it over to FWSA Finley (a G3F figure). I've only had a few hours with it so far, and most of that time was outside clearing white stuff off the deck. I'm sure it will work fine on Generation 6 (G2F) figures, my doubts is with generation 7 (G3F) figures.

    BTW, I did not get that add on pack of colors for it, what you see came with the hair. weather or not you want the add on pack is your choice.

    Also, that is the Keyhole Dress from the Paloma and Keyhole Style HD Bundle. With the add on color pack, I think, I don't remember what that preset was from (face palm).

    (EDIT 06Feb2016) The Power is a tad more stable today. I have a few black cells out back that I will need to replace later on after digging out the Jeep.

    In any case, that Dress. I used a few different color presets on the different parts. And they are from the Shanas Soulmate expansion set (keyhole style comfortable textures).

    Yea, I know the feet are in the floor, this was a what looks good with Finley experiment. I didn't even do any thing to the Pose preset to get things to not go threw other stuff. Time to make some coffee, and try to wake up some.

    Oh, and the figure.   http://www.daz3d.com/fwsa-finley-hd-for-victoria-7-and-her-jewelry

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2016

    OK, ventured out to check things out. My neighbors had already stared cleaning up, and I'm the delinquent one, lol.

    On this side of the deck, is the 2-meter "Harpoon" antenna (147MHz Voice), and on the far side of the deck is the 440MHz "Javelin" (it's the smaller one of the two "Isopole" antennas).

    Out back hiding among the trees is the much larger 2-meter "Lance", lol. That is the WL2K antenna.

    P.S. Kettu, it's OK. I've seen Boston in winter time, and it is always a big brown mess in any city. My embarrassment, is that I live in a 'Trailer Park' rather then a nice permanent building. And at that, having watched a few vids translated into English, there are some very nice scenic areas around Moscow. Vids are not the only thing I've seen from over that way, aside from the space program stuff. (EDIT) Better yet, rather then GPS mistakes that every nation has troubles with at times, this is far better I think.

    Image from CityMetric.

    And this one from National Geographic (Photo by Mary Marshall). Wow, amazing view. Here I live in a tiny little 'Ham shack' in the middle of the woods, and you live around there, I'm jealous.

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  • I'm somewhat worried that my impression may be incorrect. Similar to my first taste of generation 7 outfits and figures. Most the outfits didn't even fit G3F, and some figures had completely busted projection shape things, leading me to think G3F Auto-follow was completely broken.

    Given the simplest geometry of the polygon, I can easily grasp how a mesh that lines up with another down to the individual vertices, will conform to the shape much better then two meshes that do not line up. Especial for spots like sleeves or waste bands where proximity is rather critical.

    I've read that copying parts of the figures mesh for doing that with Poser's figures is allowed, and I find it rather shocking that Daz dose not allow that. Compound that with the lower mesh density in some rather critical locations for fitting clothing to G3F, and it is almost like G3F was made from the beginning to fail. It just flies in the face of every thing I've read about geometries and matching up meshes.

    I'm sure it is not the only reason for stuff not working as well on generation 7, yet it has been eating at me for some time now. Aside from the figures with broken projection shape things and the outfits that don't even for G3F without morphs forcing the shape onto the mesh. How do you get a mesh to sit close to another and conform to the shape without poke-threw or gaps, when your not allowed to line up the vertices in the meshes, you can't, it's impossible? It's a Konigsberg Bridge problem, and Leonhard Euler already proved it can't be done.

  • Mustakettu85Mustakettu85 Posts: 2,933
    edited February 2016

    Aside from the figures with broken projection shape things and the outfits that don't even for G3F without morphs forcing the shape onto the mesh. How do you get a mesh to sit close to another and conform to the shape without poke-threw or gaps, when your not allowed to line up the vertices in the meshes, you can't, it's impossible?

    Fisty once said that the "surface-snapping" tools are okay to use. Like this:

    I've seen Boston in winter time, and it is always a big brown mess in any city. My embarrassment, is that I live in a 'Trailer Park' rather then a nice permanent building. And at that, having watched a few vids translated into English, there are some very nice scenic areas around Moscow. Vids are not the only thing I've seen from over that way, aside from the space program stuff. (EDIT) Better yet, rather then GPS mistakes that every nation has troubles with at times, this is far better I think.

    Here I live in a tiny little 'Ham shack' in the middle of the woods, and you live around there, I'm jealous.

    Nah, the grass is definitely greener on the other side. Those "Moscow City" skyscrapers in the photos you posted, they may look neat in pictures but I actually think they don't belong here in the city, stylistically. Moscow's too old for them. There are two technological marvels here - the Ostankino tower and the Shukhov tower, and they are awesome, but other than that... I've always dreamt of a "ham shack" like that of yours. Or at least a much quieter place (with white snow =(( ) like the one in Fisty's pic... 

    http://www.orangesmile.com/extreme/en/highest-buildings/ostankino-tower.htm

    http://motherboard.vice.com/read/moscow-shukhov-tower

    PS: my favourite places in Moscow in the beautiful photos by my local best friend: http://thiarlynch.deviantart.com/gallery/?offset=24

    Post edited by Mustakettu85 on
  • mjc1016mjc1016 Posts: 15,001

    Problem is, it's down to a mismatch with geometry.

    Most clothing is being modeled too high in the poly count.  If you want to have a very good match, you need to follow the geometry fairly closely, so that SubD doesn't change the radius much (or at all) when it is applied.  Most clothing...modeled at the resolution of G3 looks like it was made for Morrowind (ok, maybe Oblivion...).  There's not really a whole lot that you can do to make it different...

    So your choices are be some prodigy at surface geometry and spatial calculations...or hope that the combination of higher loop counts and 'smoothing' in Studio will offset the changes in radius/slope that are made by subdividing the item.

  • FistyFisty Posts: 3,416

    The skirt he's testing for me that spurred that rant is actually slightly lower poly than G3 herself on most of it, it has some higher poly (by complete nessesity) details elsewhere that I needed to compensate for and keep the overall count reasonable.  And yeah, I need to follow the polys on G3 pretty much exactly in the future in that area if I want to keep the polycount that low and not end up with a 1/8 inch gap to avoid smoothing's collision mangling.

  • mjc1016mjc1016 Posts: 15,001
    Fisty said:

    The skirt he's testing for me that spurred that rant is actually slightly lower poly than G3 herself on most of it, it has some higher poly (by complete nessesity) details elsewhere that I needed to compensate for and keep the overall count reasonable.  And yeah, I need to follow the polys on G3 pretty much exactly in the future in that area if I want to keep the polycount that low and not end up with a 1/8 inch gap to avoid smoothing's collision mangling.

    Yep...I have half a dozen half made things for Genesis 3, sitting here because of this.  Debating whether or not to try to rework them or start over...

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2016

    Morning (BC, Befor coffee). I was going to leave the "testing part" out of it, tho the Q stems back a bit further. How difficulty its it to copy the mesh loop around the arm, leg and neck for making a one piece swimsuit that actually fits G3F from the beginning. Copy the loop of quads, expand it's diameter a tad, and build off of it, it's simple, lol.

    Fisty mentioned in an E the legality of just copying the the mesh for just that purpose. So much for my idea, lol. Still tho, I remember the matching up mesh "density and vertices" from a discussion in the beginner section over a year ago.

    Unfortunately the hip bone ridge area, and groin are the lowest density areas of G3F, and two of the most common problematic areas on everything I got at the store. Before the Yulia Outfit, I was not looking for Sports illustrated style outfits, just something to toss on G3F as "skirt protection" (Got that now) and something a tad more revealing of the figure shape then a burlap bag, lol.

    Post edited by ZarconDeeGrissom on
  • Summing up: if DS had native cloth simulation capablities, everyone would've likely switched to dynamics with the advent of G3. I guess.

  • FistyFisty Posts: 3,416

    Summing up: if DS had native cloth simulation capablities, everyone would've likely switched to dynamics with the advent of G3. I guess.

    HELL YEAH

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2016

    Aside from the figures with broken projection shape things and the outfits that don't even for G3F without morphs forcing the shape onto the mesh. How do you get a mesh to sit close to another and conform to the shape without poke-threw or gaps, when your not allowed to line up the vertices in the meshes, you can't, it's impossible?

    Fisty once said that the "surface-snapping" tools are okay to use. Like this:

    And that works, so long as there is enough gap between your mesh and the figure, for the straight part (lines) of the quads to stay out of the figure mesh around the curves. As hinted, it is not all that good on the edges of the outfit where it must be within the 'Shadow Bias' distance of the figure. Also in some locations, it is still going to be a problem, like the hip bone ridge area on G3F where a few things conspire against you before the Daz EULA gets involved. Just line them up side by side in Wireframe view, and you can see the lower density problematic areas on G3F (far right).

    I've seen Boston in winter time, and it is always a big brown mess in any city. My embarrassment, is that I live in a 'Trailer Park' rather then a nice permanent building. And at that, having watched a few vids translated into English, there are some very nice scenic areas around Moscow. Vids are not the only thing I've seen from over that way, aside from the space program stuff. (EDIT) Better yet, rather then GPS mistakes that every nation has troubles with at times, this is far better I think.

    Here I live in a tiny little 'Ham shack' in the middle of the woods, and you live around there, I'm jealous.

    Nah, the grass is definitely greener on the other side. Those "Moscow City" skyscrapers in the photos you posted, they may look neat in pictures but I actually think they don't belong here in the city, stylistically. Moscow's too old for them. There are two technological marvels here - the Ostankino tower and the Shukhov tower, and they are awesome, but other than that... I've always dreamt of a "ham shack" like that of yours. Or at least a much quieter place (with white snow =(( ) like the one in Fisty's pic... 

    http://www.orangesmile.com/extreme/en/highest-buildings/ostankino-tower.htm

    http://motherboard.vice.com/read/moscow-shukhov-tower

    PS: my favourite places in Moscow in the beautiful photos by my local best friend: http://thiarlynch.deviantart.com/gallery/?offset=24

    The other part of it all, is what is holding all of those buildings and towers up. Moscow is not Manhattan with a convenient bedrock right there at the surface. So even the Saint Basil's Cathedral is a marvel of engineering. The only other structure that I can think of that illustrates similar extreme methods of building on unstable ground, is the Rio–Antirio bridge. sand, gravel, clay, and silt for over 500 meters (1,650 ft) below the footing, AKA no bedrock with in reach. So the ground in Moscow is not all that much better with the rivers deposits right there, compounded by freeze and thaw cycles.

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  • Just line them up side by side in Wireframe view, and you can see the lower density problematic areas on G3F (far right).

     

    G3F's topology has already been a subject of debate... http://www.daz3d.com/forums/discussion/comment/885941/#Comment_885941

    Maybe it's that way because OpenSubDiv works better that way. I'm not much of an expert on proper topology, I only started getting a more or less coherent understanding last year, so I can't judge. 

    I just know I like the original Genesis best of all. One of the reasons I gave up on the old dream of making conforming clothing for sale.

    The other part of it all, is what is holding all of those buildings and towers up. Moscow is not Manhattan with a convenient bedrock right there at the surface. So even the Saint Basil's Cathedral is a marvel of engineering. The only other structure that I can think of that illustrates similar extreme methods of building on unstable ground, is the Rio–Antirio bridge. sand, gravel, clay, and silt for over 500 meters (1,650 ft) below the footing, AKA no bedrock with in reach. So the ground in Moscow is not all that much better with the rivers deposits right there, compounded by freeze and thaw cycles.

    I wouldn't say it's that bad here... not as many rivers as in Saint-Petersburg anyway. Underground trains are more of a concern for building locations these days than anything else.

    The Moscow City ensemble is close to the Moskva River, but many tall buildings are. Few are as "ugly tall", though. =)

    In terms of civil engineering, the real marvel is the Red Gate building. Due to a number of complications including the underground train network nearby, it had to be purposefully built at an angle on artificially frozen ground, and then it straightened itself after the ground thawed.

    The link is a google translate, but it's better than nothing =)

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2016

    Brook for G3F.  OMG! OziChick, What kind of "Dietary Supplements" did you feed that AoA shader.

    34 to 37 seconds  , seconds, not minutes  , not hours  .  34 to 37 seconds Face-plant time  . That blows the Omni Uber three to five minute Face-plant out of the water  .  Introducing a Subsurface Shader on Stimulants, Adrenalin, Jolt, Viagra, and Dietary Supplements.

    O.K. Some of it may be a lack of HD for this figure, however AoA has always been horrendous with the Subsurface Precompute delay.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2016
    Just line them up side by side in Wireframe view, and you can see the lower density problematic areas on G3F (far right).

     

    G3F's topology has already been a subject of debate... http://www.daz3d.com/forums/discussion/comment/885941/#Comment_885941

    Maybe it's that way because OpenSubDiv works better that way. I'm not much of an expert on proper topology, I only started getting a more or less coherent understanding last year, so I can't judge. 

    I just know I like the original Genesis best of all. One of the reasons I gave up on the old dream of making conforming clothing for sale.

    I'm only looking at a few points on this mesh, and not looking at all that other stuff in that thread. It's much simpler then that, a very simple contradiction. Even if you match up the mesh density with the figure, unless the points line up over the figure points, the lines in your mesh will end up going threw the figure, or be to far away to make a good waistband.

    It's that simple. The left one is much better then the right one, however the left one is copying the mesh and thus is not allowed by the EULA jargon. The fact that G3F has a lower mesh density in a few critical locations, just makes it worse (the poke threw, and the gaps).

    The other part of it all, is what is holding all of those buildings and towers up. Moscow is not Manhattan with a convenient bedrock right there at the surface. So even the Saint Basil's Cathedral is a marvel of engineering. The only other structure that I can think of that illustrates similar extreme methods of building on unstable ground, is the Rio–Antirio bridge. sand, gravel, clay, and silt for over 500 meters (1,650 ft) below the footing, AKA no bedrock with in reach. So the ground in Moscow is not all that much better with the rivers deposits right there, compounded by freeze and thaw cycles.

    I wouldn't say it's that bad here... not as many rivers as in Saint-Petersburg anyway. Underground trains are more of a concern for building locations these days than anything else.

    The Moscow City ensemble is close to the Moskva River, but many tall buildings are. Few are as "ugly tall", though. =)

    In terms of civil engineering, the real marvel is the Red Gate building. Due to a number of complications including the underground train network nearby, it had to be purposefully built at an angle on artificially frozen ground, and then it straightened itself after the ground thawed.

    The link is a google translate, but it's better than nothing =)

    Incredible construction. And yes, there have been uses around the world for freezing the ground to build stuff, yet not that I know of other then that building for having it settle down into position (for foundations). Many large structures are built with the weight in mind, so as it's built, the sides bent down into there proper position, tho it's not quite the same as that building.

    P.S. that translation is quite sufficient, far better then some translated posts in this forum that I gave up trying to comprehend, lol.

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  • Brook for G3F.  OMG! OziChick, What kind of "Dietary Supplements" did you feed that AoA shader.

    Hmmm, I can't see it from the screenshot, but is the SSS even on and what's the scale/shading rate combo if it's on?

    The left one is much better then the right one, however the left one is copying the mesh and thus is not allowed by the EULA jargon. The fact that G3F has a lower mesh density in a few critical locations, just makes it worse (the poke threw, and the gaps).

    We need a lawyer to establish a solid interpretation of that EULA. Copying the mesh, does it refer to the result ("a copy" means "matching topology") or the process (you cannot "copy" in the "cut and paste" sense - but what if I retrace the mesh strictly by hand)??

    P.S. that translation is quite sufficient, far better then some translated posts in this forum that I gave up trying to comprehend, lol.

    =D

    Here's some more, then - a bit more detail on that case, plus a related story and a funny local urban legend dispelled =)

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2016

    Brook for G3F.  OMG! OziChick, What kind of "Dietary Supplements" did you feed that AoA shader.

    Hmmm, I can't see it from the screenshot, but is the SSS even on and what's the scale/shading rate combo if it's on?

    Morning/Evening (I need to get my UTC clock out where I can see it easily). Shaders, I did look at what was on and not with Brook vs a different figure. And for the most part it looked the same. They both had velvet, gloss, and SSS active. Both were using that absorb and scatter mode, and both were using odd settings that look nothing like the figure in the view field, lol.

    (Yes that render was a joke, as I was looking for a suitable AltShader for her)

    I'm a little uneasy posting someone else's actual settings, especially when the settings are part of a product that was Purchased. And that's why I didn't do the massive Scroll of settings for OzyChick Brook. I will say, Brooks eyes are using a different shader then AoA for the eyes, and they do not add a double penalty to the Precompute delay (Whatever the eyes are on, it's perfect). As for the skin they look the same between Brook, and 'Figures X Y Z'.

    X. Diffuse 50% strength. Shading rate 6, Shading Scale 0.50.  SSS on, Custom, Absorb 0.0##, Scatter 1.##, etc.

    Y. Diffuse 60% strength. Shading rate 4, Shading Scale 0.50.  SSS on, Custom, Absorb 0.0##, Scatter 1.##, etc.

    Z. ah, same stuff on, tho I did not look at the values yet.

    Brook. Diffuse 50% strength. Shading rate 6, Shading Scale 0.50.  SSS on, Custom, Absorb 0.0##, Scatter 1.##, etc.

    They are exactly the same from the looks of it, aside from minor RGB differences in the boxes. However there are some stark differences in the view field.

    Brook left, 'Y' right. What nationality is 'Y', lol. Brook's 3DL mats load up in under a few seconds, 'Y' gives me enough time to make pot of coffee when loading the 3DL mats (And there all on the same SSD). I'll look at this more after I wake up some.

    The left one is much better then the right one, however the left one is copying the mesh and thus is not allowed by the EULA jargon. The fact that G3F has a lower mesh density in a few critical locations, just makes it worse (the poke threw, and the gaps).

    We need a lawyer to establish a solid interpretation of that EULA. Copying the mesh, does it refer to the result ("a copy" means "matching topology") or the process (you cannot "copy" in the "cut and paste" sense - but what if I retrace the mesh strictly by hand)??

    Hell yea. Because until PA's can start making stuff with lines matching up in critical locations with low density on G3F, nothing close to the figure will fit properly. I first thought the Pre 23,000 stuff was the teething pains range of stuff, yet even recent close fitting outfits are still having major difficulties on G3F. Biting tong, as the rant has been going on for some time now. The G3F outfits are either miles away from G3F, or they just don't fit.

    lol. "Just don't surrender. Genesis doesn't work! I can't believe they'll kill us for it." - David, Star Trek III

    P.S. that translation is quite sufficient, far better then some translated posts in this forum that I gave up trying to comprehend, lol.

    =D

    Here's some more, then - a bit more detail on that case, plus a related story and a funny local urban legend dispelled =)

    Oh, some thing good to read as I have my first cup of coffee for the day.

    20160110_BrookLeft_Yright_001.png
    873 x 583 - 236K
    Post edited by ZarconDeeGrissom on
  • Morning/Evening (I need to get my UTC clock out where I can see it easily).

    It's evening here, but I'm also drinking coffee =) Been a long day, and still more things to do ahead. Enjoy your cup!

    Shading rate 6, Shading Scale 0.50.

    Shading rate 4, Shading Scale 0.50

    Shading rate 6, Shading Scale 0.50

    These settings should all be "easier" on the pre-pass (your faceplant time) than the default scale 0.1 that requires a shading rate of 1. Other settings don't eat that much time. Does only Brook save time, or all of these?

    ...and I believe that slider values cannot constitute a selling point. But that's just me I guess - some people out there sell "morphs" (sans textures) that are dialled and not custom sculpted. I don't understand that. Probably it's why I'm so ahem not rich.

    Speaking of morphs. Here's a one more "elf-oriented" hair model: http://www.daz3d.com/elleth-hair

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