ZDG random Daz Studio discoveries and questions.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2017

    ))) and I think another sighting, near an asteroid cluster somewhere, lol.

    Now I did do a bit of modification to the picaxe, the earrings are largely all stock. Very nice.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2017

    Slight OT tangent, from a related gathering of sources for an experiment, lol.  Devious file names.

    Now, the image did appear fine in the browser, and GIMP will load the image with no problem at all. However everything else will not be able to read the header .  At first I did try to simply re-save the file again from GIMP with no success at all.  Turns out that a simple letter was causing a bit of confusion in windows with some programs getting a converted file name with a different 'e' then was in the actual file name, preventing the program from being able to read the file data for some odd reason, lol.  The actual files shown are inconsequential (There just Rio 2016 Olympics wallpapers), however I can see how that simple letter thing could be a difficulty for texture maps for some. I probably would not have noticed the odd 'e' if I was not using my own home-made ITU font  with a complete set of unique glyphs for each character in the font.

    Some day, I'll finish that font project (and don't bug me for a vector version of it, that is "Never Going To Happen").

    And for the random stat, 4ft 9in and only 82lbs (144cm 37kg), and not a single descent photo of the apparatus that I was looking for at the time. I'm not sure genesis would work all that well dialed back to that size without bone scale origami, lol.  As for the rest,  Next.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2017

    Hmm, this has been nagging at me for some time now. Some areas of G3F's lower leg needs some work with the figures I was working on.

    I'm not sure if the knee needs a bit more volume and less boniness, the calf muscle needs to be reshaped a tad, or some of both. There are other things I'm not sure about, tho the lower legs are something I didn't put much effort into as of yet.

    From some angles, it almost looks like the leg above and below the knee just doesn't line up. Without a way to move the leg around without breaking dial settings, I kind of gave up on that earlier. I am noticing that many people have a bit more flesh on the front sides of the shin then G3F, so I may look at that a bit.

    added one shin shape dial, and I'm just not sure yet if that is enough or not yet.

    (edit) after clicking threw a dozen 'interiors' that apparently only have Iray settings, it would be nice to have a filter to show the ones that also have 3delight mats. It's all good, I have a few 3delight sets floating around somewhere that I've yet to locate in the runtime... There is this way out on page six, doesn't look like much else for 3DL kitchens and living rooms . Wasn't there something like a Beach Pod multi-story expansion

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2017

    Morning, I just hit pause on a GN vid after hearing something that horrified me... Memory 'CL' of What!? not 2-2-2, oh no, way out in the upper teens of latency, I guess I do need to make some new charts. CL 17, 19, Good !

    I think DDR3 and DDR4 has an option for eight bank interleaving, so hypothetically a higher latency is possible with minimal impact...

    , however I question how drastic that would hinder a cpu in CPU cycles with cache misses (Especially on Mother Boards that can't feed enough power to the DIMs to let them operate in higher bank interleaving modes). And worse, how that may limit the minimum MBps that a CPU needs to keep all it's cores happy when doing simple math on massive arrays (like adding to texture maps together for a surface in 3delight).

    The last time I looked at any of that, quad channel did not exist outside of the Power7 platform, that was a very long time ago, lol. To keep eight cores running at 4GHz happy with 64bit math, you need at least 224GBps of memory bandwidth, that simply dose not exist  (or does it?) , lol.    Anandtech has an interesting article on memory, and clearly pots it at 12.8GBps to 25.6GBps for DDR4 memory per channel, even at eight channels of DDR4-2133 it is still shy of what an 8-core 4GHz CPU needs for 64bit math (I suspect that is one reason the Power8 dose not have more then 12 cores per chip, possibly. TDP being the other).

    http://www.anandtech.com/show/8959/ddr4-haswell-e-scaling-review-2133-to-3200-with-gskill-corsair-adata-and-crucial

    The good old "Memory is like an" quote is apparently something that we struggle with to this day, even tho we apparently figured out how to plow a field with a thousand and twenty four chickens, lol.

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  • Mustakettu85Mustakettu85 Posts: 2,933

    Speaking of 3Delight mats... Esemwy made a converter, have you seen it?

    http://www.daz3d.com/forums/discussion/139326/irayto3delight-conversion-script

    I can't say what I think about it because I always manually convert everything to my own shaders, though. Esemwy usually does great stuff.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2017

    Ah, hadn't seen that (and congrats to timmins.william as well). Tho if that is the reflection fix for Iray to 3delight that puts reflection back into chrome, Some 3DL conversions can also use something like that to fix the glow in the dark teeth, lol. As for the living room/kitchen sets, I got to page 9 or ten and decided I could toss something together in hex faster then locating something with 3DL mats... If I can get my mind to comprehend metric without wearing out the buttons on my FX-4500PA, lol.

    It looks cool at first, tho I don't think the counters are at the correct height.

    The other thing is, one square looks just a tad to small for a minimum "three-foot" door way, yet two squares looks a bit over the top excessive.

    No, nothing is UV mapped at all, I'm just looking at geometry at the moment. It was an idea after seen a few documentaries on tornado and hurricane damage, it's nothing more then a concept at this point.  I think I'm going to ditch that and go with 4-meter wide sections of wall instead of just 2-meter segments.

    Hmmm. Needs drawers, cabinet doors, and a window frame... lol.

    Yea, something kind of like that, now back to hex too make it happen, lol.

    Those windows fought tooth and nail to weld together into a single obj, grrrr. Everything from duplicate overlapping quads to normals getting scrambled.

    Hopefully the cabinet doors are not so persistently stubborn.

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  • Mustakettu85Mustakettu85 Posts: 2,933

    That looks cool indeed!

    For counter heights... in Russia, we have State Standards (GOST), like this (all dims are in millimeters):

    http://engenegr.ru/gost-18310-3-85

    And also Rule Sets (SP); this one is for designing public spaces so that they are accessible to the disabled as well:

    http://www.gosthelp.ru/text/SP351032001Obshhestvennye.html

    // the pictures are closer to the end of the document //

    Hope these are useful.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2017

    yes, thank you. I was just crudely measuring stuff around here, and I know that is not the best in reality (it is not all to home code heights, it's to work-bench specks if not mobile-home "what standard", lol). Also I hate counting out odd number spacing for placing stuff in daz, and reality, hence the multiples of meters not something-point-something in multiples of "quivel-dunk".  It's just so much easier to put stuff in multiples of one, two, five, or ten, whatever the unit is, lol. (In studio it is apparent centimeters, I have no clue what it is in hex after the daz-bridge).   I've actual taken five from that hurricane resistant house to look at some "other stuff", even tho my mind is still milling over some numbers.

    Speaking of hex, there has got to be an easier way to divide up a surface in only one axis without breaking symmetry with tedious one loop at a time tessellation, lol.  I Need coffee, been a long few days without much sleep (bad dreams) combined with a level of excitement to get to work on something. I think I can show you this small tid-bit of something much larger that I'm still working on the layout of.

    And no, the dragon was not my first choice, it works and was what I had laying around, lol. It needs a lot more work tho. The base is 10cm high, and a meter depth and width, the test chamber floor is 1-foot tiles. And that hints at one odd thing, step height in cm that dose not have odd "irrational" decimals or leftover slack at the staircase ends.

    Thanks Kettu, I'll look at that the instant I get some stuff out of the way, it's been busy, lol.  I should also install the dragon3 to try that, and what is up with all that "Legacy" stuff in DIM. That one ranks up there with all the "Undocumented Updates".

    Seriously, what is up with all that "Legacy" stuff, I already have the stuff installed and most of it works without the "Legacy" what-evers (I'm surprised I didn't find a thread on it already)?  It's not broken, why fix it?

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited January 2017

    Well, that is a drastic difference in size

    I'll need to re-make the statue stand, tho that was something I was not happy with the lack of Over-the-top to begin with when it was next to people, lol. I'm going to need to completely re-make the entire 'Chamber' now, needed to any way.

    The stock Dragon3 shader is a bit heavy handed at over five minutes per surface zone face-plant, at least it was not over half an hour .  Posing is much easier then the Dragon LE, there are actually some dials tho not as many as generation 7 people. Over all, I like.  Now to make a statue, and a place for the statue to live

    and once again, I think my ambitions may have exceeded my hexagon abilities, again, tho I will give it a try. What's that saying, "We the willing...", lol.

    We the willing, led by the unknowing, are doing the impossible for the ungrateful. We have done so much, with so little, for so long, we are now qualified to do anything, with nothing. - (ah, don't know whom to credit. The version I refer to very often.)

     lol.

    Then again, that may be a show stopper. Hmmm.

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  • No idea about the Hex units either =( 

    The "legacy" installers, I think they can be either the older DS4 ones when the user facing files were DSF not DUF yet, or DS3 *.daz files even. But it's kinda strange because some products will have the "legit" installer and a legacy one (or two), and some only have the "legacy" one. 

    Oh BTW, if you have some older stuff that was originally Poser-only but later got a DS4 overhaul: some items are barely usable after conversion. Like these two (were in that Christmas mega freebie giveaway):

    http://www.daz3d.com/treant

    http://www.daz3d.com/adult-hatchling-dragon

    They have a DS installer with DUFs but the conversion is kinda whacky and the morphs don't really work. So the Poser installer is the better choice.

    That stand has something of a pop art style, cool =)

    And all the dragons are different sizes! I have developed a collection through the years... but hey, what can we say if the Millennium Cat is kinda a sabretooth tiger size when it just loads.

     

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2017

    Yea, some times its a 10cm to 1.000 hex units via the daz bridge, other times it way out there depending on the color of the sky or something, lol. Darn, I can't post an obj file, drat. I guess I have to get something resembling motivation and make the other stuff to make it worth uploading a zip elsewhere. Lets see what I can bake up for a 2x3 meter statue base for the 5x7 meter statue.

    I got distracted with turning a plane into a ground/floor mesh in hex, then started fussing around with simple mesh geometric puzzles (turning quads into complex non-quad-shaped patrons)... And as I fuss in hex some more on that dragon statue stand, I want to do something a bit more over the top for the larger dragon stand, I just don't know what yet.

    I sketched out a few ideas for floor layouts, and didn't get much further then that. I already have a few things that I need to UV map in Headus, so it has not been a complete doldrums the past few days.

    I never looked to see what the file types was on that 'Legacy' stuff, it was easy to locate the content without it in the (not so) smart tab for most of it, lol.  If that is all that DIM is pushing for stuff already installed, what's with that to begin with. Something is just fishy about this, lol. Don't tell me this is remotely like the way that EagleCAD was not going to be internet access required on-line prescription licensing (What IDIOT puts there CAD computers with intellectual property on the internet, lol). I'll just presume that 'Legacy' thing is as you hint at Kettu, something to do with DZ files vs DUF files or something mundane.

    BTW, are there any UDIM tools out there yet, some of this stuf I'm working on is a tad large to cram it all into a single 4k UV map? I've sort of been lucky with most of it looking ok with procedural shaders without any maps at all because of the geometry and surface zones, the larger stuff will not be so easy to do that with.

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  • prixatprixat Posts: 1,588

    Do you still need edge loops on a sharp corner?

  • FistyFisty Posts: 3,416

    If there's somewhere else on that material zone that needs to been smooth and curved, yes.   If not you can just set the smoothing angle low (like 60ish for right angles) on that material zone.  Doesn't work in Poser, there smoothing angle is set globally on the whole object.

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2017

    yea, I got that one sorted out.

    without any loops was not enough.

    loops lengthwise did some, tho it was still off.

    That did the trick, tho the super close lines make it a PITA to cut up.

    As for smoothing, I find the on/off button to be much better on surfaces that are supposed to be flat or faceted rather then messing with a gloss/reflection angle.

    so simple leaving the angle number value alone and just ticking the button.

    vs messing with the angle number to say 60 from 90,

    may not give the best results without further fussing with the mesh and other surface values.

    Also odd shaped and long thin quads tend to be just as temperamental as long thin triangles, I'm guessing because of how quads are split up in both OpenGL and for rendering. Simply using a lot more quads to fill in surfaces may just be the only way to go for some stuff, lol.

    And some times you just can't win, lol.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2017

    Stop saving my last post as a draft forum, grrr.

    I decided to look at something after tinkering with all that extrude madness in hexagon, lol. I'm still mapping out where stuff is before dicing up a cube in hex.

    There are a few plugs that are a tad close for comfort, tho over all it dose not look that bad for air flow after looking at it in 3d. I may have been demanding a bit more from it then it was designed to sustain for load, and thus a better heat sink was needed.

    I couldn't remember if it had 2 or 4 gigs of memory, and when I opened up the System monitor I noticed something prophetic. Even that 'Side kick' has more actual processor cores then most i7 processors ten times the price of it, lol. Shame 3delight dose not run on arm architecture, I'm even more tempted to give it a try now.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2017

    Stop saving my last post as a draft forum, grrr.

    Just fussing around before the first Saturday of the month stuff.  the red blocks are the chips (whiter ones are hotter, not all of the chips are there yet), blue is the other stuff not worth worrying about for the most part other then where it may get in the way of larger heat sinks. And the yellow bits are stuff you do not want to fuss with, it's either a crushable delicate crystal chip or an exposed power rail (like the exposed back on the power connector).

    I slid in a bit of scrap plastic between the back of the power connector and the heat sink just to prevent contact should the heat sink slide over a bit. I sort of like the new 5V industrial power supply I got for the little beast, I set it to 5.00VDC months ago and it has not drifted at all after running 24/7 the past few months (that's far better then anything I've seen the past three years for ATX computers).

    OK, one more spot-render because I'm really happy with what I got so far.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2017

    Stop saving my last post as a draft forum, grrr.

    I should have just gotten a real "Vernier Caliper" to replace the old as dirt plastic slides that came free with a drafting set back in nineteen ninedy something, lol. I don't need more then tenth's of a millimeter measurements. I should have at least taken a picture of the original battery that was in the caliper before removing it and the goo from the caliper innards. The expiration date of both was exactly the same, Apparently this unit has been fermenting in battery secretions for quite some time, both batteries had expired just over ten years ago.

    I'll measure the chip heights under the heat sink after I get some more thermal goop.

    Hmmm.

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  • Edge loops? Are you guys talking about beveling sharp edges in hard-surface models?

     

  • FistyFisty Posts: 3,416

    yeah basically

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2017

    Stop saving my last post as a draft forum, grrr.

    Edge loops? Are you guys talking about beveling sharp edges in hard-surface models?

     

    yea, something like that. And my flat bead scanner is on it's way out, hence the snow in the above scan, lol.

    Something about the surface texture smoothing assumes that the surface is rounded based on the angles of quads around it, great for organic and smooth curved stuff, it's when the smooth curves are combined with hard edges that things get tricky, like them SMD crystals on the Odroid I'm working on. I sort of wanted to keep the geometry at a minimum, however I think I went to low for some parts.

    That is with the smoothing turned off on the parts, it's horrendous with it on on the crystals. And I've yet to make a power plug, it's a wip.

    It's nice to have for fun renders, tho I'm more concerned with where stuff is rather then it's appearance with this one.

    So honestly the crystals are good enough for me given there placement and height off the PCB are accurate enough to map out a CNC copper shim for the four shorter chips that need cooling as well for prolonged heavy loads.

    Because that sticky tim is not there any more to hold little copper shims in place, and I'm not sold on double sided heat sink tape.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2017

    OK, so without a loop around the top of them crystals (  Spell check you...), where was I, the top surface thinks it is curved down at the edges of the top making the top look more dome shaped then flat with rounded edges.

    Easy enough to turn off smoothing with that, it's just that sometimes it's kind of needed.

    Like for the round power plug that I've yet to tackle in hex. Because of the construction of that plug and where it is, it's kind of important without sticky stuff keeping the heat sink from sliding in to it (Zap-POW!  lol).

    I may just do that as an 8-sided thing and call it good enough.

    Getting there, one plug at a time. At least I got the USB plug going the correct way now , lol.

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  • prixatprixat Posts: 1,588

    Rounded at the top?

    That means it's blown, did you wear a wrist strap when exporting from Hexagon? cheeky

  • FistyFisty Posts: 3,416

    ahhahahaah

  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2017

    lol, nope, It got the full smoothing shock without the edge loop there, lol.

    I don't know if the surface texture smoothing setting is in the OBJ stuff I'm working on, didn't fuss with that at all.

    I'm making the plug, sending it to Headus as a OBJ to UV map it, then bringing it into DS to place it on the board. That way I have parts for other things, and it's kind of pointless to mess with surface settings before UV mapping the stuff.

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  • Fisty said:

    yeah basically

    Okay thanks, I just got confused because "smoothing angles" keep getting mentioned alongside, and these are two completely unrelated concepts, the angle being a purely shading thing.

    My two cents (kopecks)...

    Beveling any and all hard-surface edge - when it's meant to represent an actual edge of the model, not when it just connects two vertices on a plane, of course - it's a must; every workshop and book on polygon modeling will stress it. I don't see it ever going away when we're talking high quality modeling. And actually it's not just for realistic highlights on those edges, or because sharp edges will wear out in the real world: in engineering design, you actually need to round off every sharp edge, be it convex or even concave. The radius may be tiny, but it's there. There are at least three reasons for it: safety, material science and manufacturing technology (okay the last two are related).

    So that was about pure polygon modeling, of course. If you model for subdivision, there exist two options: either you bevel the heck out of those edges you don't want to become all puffed and rounded... or you don't bevel at all but assign the right subdivision weight to that edge.

    DS can do it, and it makes it sometimes possible to salvage old Poser freebies (and often paid products, too). But it's veeeery tedious in DS because of how clunky edge selection is.

    Here Richard says 1 is the max weight, but I experimented and found out you can go as high as 10.

    And it´s actually when the "sharp edges / sharp edges and corners" algos can become meaningful. Depends on how complex the topology is. Doesn´t seem to affect a cube, but I remember models where it made a huge difference.

    And here´s the cube in question, just a DS primitive, Catmark subdiv, weights 4 and 6.

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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2017

    Yea, corners are kind of funny at times and it can get confusing given the number of ways to mess them up, lol.

    Just a little something, the WIP obj. Don't be scared, 3MB of that is just a single diffuse map for the PCB silk screen  the rest is not that complex.

    (link on next page)

    In that is a few of the individual parts that you can fuss with if you want to try reducing gloss anomalies, I find that most of it is just simpler to turn off the smoothing on such parts. My care is more for what is where rather then looks for this, it's for looking at heat sink stuff, and fan art of a sorts .

    Like this.

    One more, because that is an evil looking heat sink . It will be a PITA to UV map tho

    Baring limitations of size (the chip is only 6mm across) this may be a tad more feasable to machine, tho it will still be delacate as all hell.

    However as unglamoris as it may be, fins no smaller then a milimeter dosn't leave much to work with on such a small chip.

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    Post edited by ZarconDeeGrissom on
  • Yeah, the "smoothing" from the surface tab won't do much when it's all rectangles (3D rectangles, man, I can't type that p-word). It works best for curved stuff...

    http://www.pcmag.com/encyclopedia/term/43869/gouraud-shading

    And here's a quick subdivided render... now you could try to guess where I applied subdiv weight and where not =) Heavy DoF, maybe too much, but I imported it at Hex scale, so real-world size I guess... like macro photography.

    zdg_board_a.png
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  • ZarconDeeGrissomZarconDeeGrissom Posts: 5,412
    edited February 2017

    I won't say it looks fantastic on some stuff, tho I guess that's the point, lol. Some of that stuff clearly has difficulties with sub-D like the hovering chips, lol. Perhaps if I grew them (extract) out of the PCB rather then placing generic component meshes it would have not done that. If I add a gazillion loops on all that stuff, you'll run out of ram before mapping out all the parts, so it was a compromise for eas of placing and adjusting dimensions of stuff. Sorry about the delay, I was attempting to work on some simple stuff yesterday and things kind of fell apart rapidly. I missed getting to the store for coffee additive before white stuff flew, then a drift covered up the flue and it got a tad chilly while I rectified that, brrr, lol.

    (It's not ready yet) BRB, need coffee.

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    Post edited by ZarconDeeGrissom on
  • Modeling circuit boards. Mind-blown. 

    Love the attention to detail. 

  • FistyFisty Posts: 3,416

    Either attach the mesh to the base like you said, or just leave the back open, sub-d won't move the line at the open edge of a mesh, just the internals.. it's the closed back the causes issues... if you're going to place it on a base there's no reason to have that poly or polies there, it just causes problems (with sub-d).  At least with props.. for rigged things floating unconnected mesh can be a nightmare with the rigging and morphing, in that case connected is usually better.  (Note: Smoothing modifer >does< move the edges, sometimes a lot, much to my annoyance)

    (This is Hex, of course, my DS is busy rendering a Valentine's day gift for Darc..  but Sub-D in DS and Smoothing in Hex work the same way.)

    OpenBackSubD.png
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