N.G.S. Anagenessis II - Revolution [Commercial]

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  • nemesis10nemesis10 Posts: 3,421

    I made all changes on the folder ..\Documents\DAZ 3D\Studio\My Daz Connect Library\data\cloud\1_35273\shader presets\n.g.s. anagenessis 2 but the itens from Manual script are not showing on Daz Studio. It is another folder or I need to do something else?

    I'm trying to make it work with New Genitalia v6 2.0 from 3feetwolf:

       When I first apply the genitalia and then Anagenesis, some parts remain the with the old texture. Using Anagenesis 2 Genesis 2.dse.

       When I first apply Anagenesis and then the genitalia, some pink parts become blue. 

    May I recommend that you copy the content of that \shader presets\n.g.s. anagenessis 2 folder and create a new folder in your mapped content folder called NGS manual shaders.  Paste the copied contents in to that folder.  The cloud folders are not supposed to be directly user facing so you are not supposed to see everything in that data folder....

  •  

    nemesis10 said:

    May I recommend that you copy the content of that \shader presets\n.g.s. anagenessis 2 folder and create a new folder in your mapped content folder called NGS manual shaders.  Paste the copied contents in to that folder.  The cloud folders are not supposed to be directly user facing so you are not supposed to see everything in that data folder....

    Thank you, I moved the "Manual Apply" folder to MyLibrary/Shader Presets, I can see them now. 

    The genitalia seens fine, but now the skin colors are diferent, the skin around the genitalia is lighter than the rest of the body. 

    I'm very inexperienced at changing surface details like diffuse, glossy, and so on. Can you suggest what I could change to match?

    Here is what I did:

    1. Load Figure.
    2. Apply New Genitalia.
    3. Select Genesis 2 Female on scene tab and double click on "Anagenesis 2 Genesis 2.dse", click ok at the end.
    4. Select New Genitalia For Victoria 6 - 2.0 on scene tab.
    5. Open the Surfaces tab expanding New Genitalia...
    6. Select "Anus" and then click "ngs shader_new.duf".
    7. Select "Hips" and then click "ngs shader_new.duf".
    8. Select "Labia Minora" and then click "ngs shader_new.duf".
    9. Select "Vagina&Rectum" and then click "ngs shader_new.duf".
    10. Select all the 4 before and click "NGS 2 Freebie Script.dse".

     

  • I found, Glossy Layered Weight! 

    So, it is just add:

    11. Select "Anus" and then change "Glossy Layered Weight" from 100 to 5.
    12. Select "Hips" and then change "Glossy Layered Weight" from 100 to 5.
    13. Select "Labia Minora" and then change "Glossy Layered Weight" from 100 to 5.
    14. Select "Vagina&Rectum" and then change "Glossy Layered Weight" from 100 to 5.

    It worked perfect for Meridiana, I will test on others figures.

     

  • Kev914Kev914 Posts: 1,113
    edited February 2017

    I know there was suppose to be a manual for N.G.S, but where do I find it? I installed my product through Daz Connect.

    I was also wondering...I also have the manual script too. Does the manual include instructions on how you use it?

    Do you have icons on your manual folder? Neither the script nor the shaders have icons...just the generic ones when something is missing or wrong.

    Also when you want to apply using the manual script...

    Do you apply the texture you want first? (I think you do, but I also saw in the main product that there were icons for new texture).

    You select the item you want to apply the manual script to, and then double click on the icon. When I did that, nothing appeared to happen, but later I think I noticed that some things about the shader had changed.

    After I had messed up the item I was trying to apply the manual script to, I deleted the item and then reloaded it. At that point when I clicked on the script, I would get an error. Can't recall what it said. But then I clicked on one of the shaders (I think medium highlights), and then I clicked on the script icon again then there was no error message and it appeared to work.

    Thanks.

    OH, and if you click on new shader, does that replace the shader you were using?

    Post edited by Kev914 on
  • nemesis10nemesis10 Posts: 3,421
    KevinH said:

    I know there was suppose to be a manual for N.G.S, but where do I find it? I installed my product through Daz Connect.

    I was also wondering...I also have the manual script too. Does the manual include instructions on how you use it?

    Do you have icons on your manual folder? Neither the script nor the shaders have icons...just the generic ones when something is missing or wrong.

    Also when you want to apply using the manual script...

    Do you apply the texture you want first? (I think you do, but I also saw in the main product that there were icons for new texture).

    You select the item you want to apply the manual script to, and then double click on the icon. When I did that, nothing appeared to happen, but later I think I noticed that some things about the shader had changed.

    After I had messed up the item I was trying to apply the manual script to, I deleted the item and then reloaded it. At that point when I clicked on the script, I would get an error. Can't recall what it said. But then I clicked on one of the shaders (I think medium highlights), and then I clicked on the script icon again then there was no error message and it appeared to work.

    Thanks.

    OH, and if you click on new shader, does that replace the shader you were using?

    The manual is the little Read-me text file in the manual sript folder; it basically says: 1) apply your texture, 2) select the surfaces, 3) apply the N.G.S. shaders you like, and 4) apply the script. I would add a 1.5) which is to apply the default iRay ubershader first; the script looks for textures in certain surfaces and will do nothing if the surfaces are missing.  I would just reapply the texture and follow the above work path rather than trying to apply different shaders over each other since there is little savings in time and that always creates a more predictable result.  Once you do a few times, it takes seconds to go through the steps. Once eveything is applied, you can do all the stuff you would do with any shader such as change the diffuse shade color, copy surfaces, add gloss manually.

  • Kev914Kev914 Posts: 1,113

    Thanks, nemesis10. Do any of your icons for the manual system have icons? I looked at the png files thinking that I could copy them over, but they were named differently. I think some of them were a match, but I would have to change the name to make them work with the manual system.

    Anybody know how you get the manual for the main product if you install through connect? I looked in the folder and it is not there and thre is no update available.

  • nemesis10nemesis10 Posts: 3,421

    They do not have icons but i normally read labels anyway rather than figure out someone's icons...

  • WonderlandWonderland Posts: 6,888
    edited February 2017

    I can't seem to get it to work correctly. Every time I use it, it makes the cheeks and nose red and blotchy and there's a yellowish light section around the mouth. Also the face comes out darker than the rest of the body. I tried it once on G2 and it looked OK but on G3, I always get the same weird effect. I'm just selecting G3 and clicking on NGS 2 for G3. Is there something else I should be doing? Thanks.

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  • Just uploaded this to the gallery, NGS really does help make the rendering of skin almost a delight.

    As you possibly know it's Boris by Smay wearing Phillips skin enhanced greatly with NGS 2 and I did the eye shaders.

    Iray 4.9

     

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  • pdspds Posts: 593

    Just uploaded this to the gallery, NGS really does help make the rendering of skin almost a delight.

    As you possibly know it's Boris by Smay wearing Phillips skin enhanced greatly with NGS 2 and I did the eye shaders.

    Iray 4.9

     

    That looks great, Chris!

  • @chris poole - Looks fantastic!

  • chris poolechris poole Posts: 124

    @chris poole - Looks fantastic!

    Thank you.

  • MendomanMendoman Posts: 404
    edited March 2017

    I have a little problem too. For some reason, after Anagenissis 2 conversion, all my skins look really weird. I just add figure to the scene ( for example Victoria 7 here ). Then I select the figure and use "Anagenessis 2 Genesis 3" and I end up with something really weird. Here's my example:

    1) Victoria 7 before Anagenessis 2

    2) After Anagenessis 2 is applied

    After conversion, I have some really weid colors for translucency, sss reflectance tint, glossy color and glossy specular. Like this:

    After I set those colors to white, I get pretty good skin

    After that I can start tweaking, but does anybody else get those weird colors? It's not a big deal to clear them, but I've been wondering if I have some bug or something with the product.

     

    PS: I cant get the eyes look any good with Anagenessis, I just apply default eyes back

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    Post edited by Mendoman on
  • Oso3DOso3D Posts: 15,011

    Some of it is a taste thing. Personally, I thought your last image looks way too saturated and pink, while the Anagenessis looks better but a bit too far the other way. I think the color of the starting image has an impact on how it's going to turn out.

    As for eyes, I just replace Cornea/Eye Reflection/Tear with 'water' and up Refraction index for Cornea to 1.4, make sure to set Cornea Bulge to 1.5.

     

     

  • TottallouTottallou Posts: 555
    edited March 2017

    I agree with timmins.william on the final V7 being to pink but thats a personal taste.

    The way she looks is affected by the lights you use so changing those will give her more colour

    Another way to tone down the super pale look is to go to the Anagenessis 2 folder - "Brightness"  & try one of the other presets -  This is a quick render using the Ultra Low & more Neutral HDR

    I usually use other eyes - I personally like Dimension Theory Project Iris  or Macro Eyes For Iray by Parris

    although I used the eyes she comes with in the test below:

     

     

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  • MendomanMendoman Posts: 404

    Thanks for replies guys. Yep, I agree that last image is far from perfect, and it's definitely too pink, but that's why I said I can start tweaking from there. I'm not expecting any single product to build perfect PBR skin no matter what textures you use, so I'm ok with tweaking after I have a decent base to work from. I have found that SS Reflectance tint is easiest way to change the color of the skin, but that was not really my point. I just wanted to know if those colors are normal, and apparently they are. And thank you for the tip about brightness settings. I've never actually tried them, but I'll sure do when I next time have some extra time. Also I'll try that water shader trick for the eyes too, and see if it helps.

    Also like you said, it's a personal taste, but I still prefer the last image the best. I don't know, maybe it's just me, but that anagenessis skin looks like it belongs to a vampire or something, since it's so pale and colourless. Vicky default skin on the other hand is too tanned for my liking. That last example image looks something like a medium between those 2, and while it's not perfect, it's pretty good base to start working from. And when it comes to lighting, I don't think I want to go that way, that I build every scene around anagenessis skin. I mainly use HDRIs when I make outdoors scenes, so skin and other materials have to look good with those...but like I said, it's not a big deal to clear those "weird" colours, so I can live with that. And that lighting in my examples was just default DS HDRI. It's probably not the best HDRI around, but it's fast to render, and I use it a lot for testing since most skins look pretty ok with just that.

  • nemesis10nemesis10 Posts: 3,421
    Mendoman said:

    Thanks for replies guys. Yep, I agree that last image is far from perfect, and it's definitely too pink, but that's why I said I can start tweaking from there. I'm not expecting any single product to build perfect PBR skin no matter what textures you use, so I'm ok with tweaking after I have a decent base to work from. I have found that SS Reflectance tint is easiest way to change the color of the skin, but that was not really my point. I just wanted to know if those colors are normal, and apparently they are. And thank you for the tip about brightness settings. I've never actually tried them, but I'll sure do when I next time have some extra time. Also I'll try that water shader trick for the eyes too, and see if it helps.

    Also like you said, it's a personal taste, but I still prefer the last image the best. I don't know, maybe it's just me, but that anagenessis skin looks like it belongs to a vampire or something, since it's so pale and colourless. Vicky default skin on the other hand is too tanned for my liking. That last example image looks something like a medium between those 2, and while it's not perfect, it's pretty good base to start working from. And when it comes to lighting, I don't think I want to go that way, that I build every scene around anagenessis skin. I mainly use HDRIs when I make outdoors scenes, so skin and other materials have to look good with those...but like I said, it's not a big deal to clear those "weird" colours, so I can live with that. And that lighting in my examples was just default DS HDRI. It's probably not the best HDRI around, but it's fast to render, and I use it a lot for testing since most skins look pretty ok with just that.

    If I may add, the reason that most of us prefer the more neutral #2 image is that the lighting is stark and white so she looks like she should.  Under natural light like a nice HDRI, she would look healthy with a very mild tan while #3 would look like she should back away from the self tan. My own advice is tart with the neutral and adjust lighting.

  • MendomanMendoman Posts: 404
    edited March 2017

    This really peaked my interest, if different lighting or more natural light brings the best out of default colors, so I tested with different kinds of lighting and HDRI sets to see the difference more. Here's my results, where anagenessis with default colors is on the left, and same anagenessis but ( in my opinion weird ) colors replaced with white on the right side.

    1) First is DAZ Sun-Sky setup around late afternoon

    2) Yosemite pack

    3) Green Hills skydome

    4) Pixar luxo jr 8000x4000 exr

    In my opinion default colors still look either too pale, green, blue or metallic or something, and to me just look unnatural. It's hard to explain, or maybe I just like cartoony look better wink. #3 on the other hand, works reasonably well in every situation ( well, too pink in some conditions ), but still I'd rather use that as a base to start my own skin building. But as they say, beauty is in the eye of the beholder, so I quess we just have to agree to disagree laugh 

    PS: As an end note, I like Anagenessis 2 as a great way to start a new skin, and have used it a lot, and was mainly concerned about the default colors you get when you do the conversion. Apparently majority finds them good, so I'm ok with that.

     

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  • nicsttnicstt Posts: 11,715
    edited March 2017

    I always set up the textures and shaders with the same HDRI; that way, I get consistent results, and get slight (very) variations between shaders. I adjust them in other lighting if I need to.

    Some of it is a taste thing. Personally, I thought your last image looks way too saturated and pink, while the Anagenessis looks better but a bit too far the other way. I think the color of the starting image has an impact on how it's going to turn out.

    As for eyes, I just replace Cornea/Eye Reflection/Tear with 'water' and up Refraction index for Cornea to 1.4, make sure to set Cornea Bulge to 1.5.

     

     

    I must try this, see how it differs from what I do now.

    Post edited by nicstt on
  • peteVaultpeteVault Posts: 308

    I almost hate to bring this up....but how is NGS v3 coming?

  • peteVaultpeteVault Posts: 308

    Some of it is a taste thing. Personally, I thought your last image looks way too saturated and pink, while the Anagenessis looks better but a bit too far the other way. I think the color of the starting image has an impact on how it's going to turn out.

    As for eyes, I just replace Cornea/Eye Reflection/Tear with 'water' and up Refraction index for Cornea to 1.4, make sure to set Cornea Bulge to 1.5.

    Great advice...thank you

     

     

  • colinmac2colinmac2 Posts: 407

    Just a straightforward question: what lighting goes best with NGS II?  I've seen absolutely photorealistic results from other artists, and I want to learn how to do it too!  This is what I have so far, and her tears are finally visible-- thanks to all who helped me-- but she could look "realer", if that's the word I want.

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  • nemesis10nemesis10 Posts: 3,421
    edited March 2017
    colinmac2 said:

    Just a straightforward question: what lighting goes best with NGS II?  I've seen absolutely photorealistic results from other artists, and I want to learn how to do it too!  This is what I have so far, and her tears are finally visible-- thanks to all who helped me-- but she could look "realer", if that's the word I want.

    Personally, I like HDRi's; the even tones really show off the strengths of N.G.S. Here is a render of a Genesis 3 man using N.G.S. with pale skin that is difficult to light otherwise: 

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  • nicsttnicstt Posts: 11,715
    colinmac2 said:

    Just a straightforward question: what lighting goes best with NGS II?  I've seen absolutely photorealistic results from other artists, and I want to learn how to do it too!  This is what I have so far, and her tears are finally visible-- thanks to all who helped me-- but she could look "realer", if that's the word I want.

    HDRI work well, but experiment with rotating it, and having all sorts of camera angles with you poses; very often the light and shadow areas make it more interesting.

  • donovancolbertdonovancolbert Posts: 1,421

    I always see those green shades in old skin maps from V3, V4 and other Generation 4 figures. I've come to think of it as something to do with those skin maps being optimized for Poser, from a few things I've read about it. Generally if you take off whatever channel has the green shade, you get a more natural tone. Maybe people who started out using Poser have come to prefer that slightly green cast to skintone? 

    I haven't played around enough with NGS to really get a feel for what it does to newer skins - but I think a balance somewhere between too green and too pink is ideal. :)  

     

  • gypsyangelgypsyangel Posts: 1,010

    I've found it works great with dark skins, with light skins, I have a problem with too much red, though.  
    And I'm still getting that error on the eyes, I can't seem to fix that for anything. Between these two issues, it's keeping me from adding it in my character packs. I just don't have the time or energy to tear it apart and try to figure out where the error is coming from. 

  • IceDragonArtIceDragonArt Posts: 12,548
    colinmac2 said:

    Just a straightforward question: what lighting goes best with NGS II?  I've seen absolutely photorealistic results from other artists, and I want to learn how to do it too!  This is what I have so far, and her tears are finally visible-- thanks to all who helped me-- but she could look "realer", if that's the word I want.

    To me, she looks very real, but her peach/pink coat does not and that is throwing it off for me.  The girl herself, the headscarf and the her surrounding all look more real to me than her coat.

  • colinmac2colinmac2 Posts: 407
    edited March 2017
    colinmac2 said:

    Is this better?  I'm really looking for something more modest, something an actual Muslim woman would wear.

    To me, she looks very real, but her peach/pink coat does not and that is throwing it off for me.  The girl herself, the headscarf and the her surrounding all look more real to me than her coat.

    I'm actually looking for some more modest, something an actual Muslim woman would wear. Any ideas out there?

     

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  • LlynaraLlynara Posts: 4,770
    edited March 2017

    @Wonderland - check and see what UV set she's using. I had that issue on Sebastian for M6. Turns out, he uses M5 UV set. Running the Genesis script instead of Genesis 2 looked much better. 

    @DimensionZ Thank you so much for the freebie script! I love Anagenesis and have been trying to use it on V3, but was having trouble. Followed your directions and came up with this. Not sure what's going on with the eyes yet, but Vega for V3 looks amazing with your shaders!

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  • Dimension-ZDimension-Z Posts: 352
    Llynara said:

    @DimensionZ Thank you so much for the freebie script! I love Anagenesis and have been trying to use it on V3, but was having trouble. Followed your directions and came up with this. Not sure what's going on with the eyes yet, but Vega for V3 looks amazing with your shaders!

    Thnx so much! Great work!

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