Adding to Cart…

Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
I think what I'm reading here is that there was supposed to be a Disp map but it wasn't loaded for what ever reason or some other glitch. Often times in the past when loading up pz2 files this was often something that one had to go in search of and load it in by hand because the values and strengths were already dialed in but no map was loaded.
Hm. Didn't know that. I guess I'll have to start digging deeper at values that have strengths and no maps. Thanks. =)
Hm. Didn't know that. I guess I'll have to start digging deeper at values that have strengths and no maps. Thanks. =)
A little trick I do in order for DS to take me to the correct folder when "Browsing" for the map is load up the Diffuse map, then hit the Browse option in the drop down and see if there is indeed a Displacement. Often times too folks will use their Bump maps as the Disp map or even the Diffuse map if there is no Bump map or Disp map. But if the values and strength's are set more than likely there is supposed to be a map there.
Yep, I started doing the same thing when I noticed browsing via an empty map slot takes you somewhere other than the skins main texture folder. Really comes in handy when changing hair with downloaded texture tile jpegs that have no pose file.
...as I mentioned in the edited version of my post on the last page, saving and reopening the scene worked. Here is the result.
Glad you got it sorted out Kid! :-)
I like the black metal shader on the bike. Gives it a little Batgirl vibe. : )
...thanks, I first tried the plastic shaders but the Real Metals look work better with her outfit.
I'm a newb to DAZ (few weeks now), and have been trying to get the subsurface shader base to work. I can apply it fine using the ctrl/ignore to keep the texture, but the results are...kind of scary. I did a before the base and after the base. She's nothing fantastic in the first, but looks like a well-preserved corpse in the 2nd picture. I'm sure I'm not doing something right. I've been browsing comments/suggestions, and just not sure what might be going wrong here.
Thanks ahead of time.
Why?
Why?
I screwed up my post, didn't know what else to say while I fixed it.
Go to the surface tab for the figure, at the box in the top search displacement. Go surface by surface and change any that don't have actual maps attached from .10 and -.10 to 0.
/edit
You can also highlight all of the surfaces at once. If you get lucky and don't see it means none of them have displacement and you can set the values for all @ once.
Thanks. I'll give that a try.
I went to the surface tab, typed in 'displacement'. Luckily, the only ones that seem to have a map attached are the fingernails and the toe nails: when I highlighted groups of them, the only showed up when I included either toe and/or finger nail. I needed to get going, so I just changed min./max displacement to 0 for all of them (I'll worry about finger/toe nail later). Seems to have worked, although the whole looks a little 'drier', if that makes any sense.
I'm sure I'll have questions later-getting weird artifacts on the surface of the skin that seem to resemble textures from clothing (only when she wears clothing). I'm sure I just need a lot more trial and error.
Thanks again!
When you highlight a group, just like ctrl clicking to add multiple things, you can also ctrl click to remove things from the selection.
Richard Haseltine made a script to Zero Displacement Limits
http://www.daz3d.com/forums/discussion/25642/
Thank you.
Very helpful community, I appreciate everything.
Ive been playing allot with AoA SSS, I think Ive read the manual about 5 times now, and have studied V6 and Gia. I learned the bump/displacement pretty early on and corrected the dreaded seams in the textures issue although still present, less obvious.
But I am struggling with balancing realistic human SSS values with Diffuse strength. It seams no matter how hard I try, I cant get light to illuminate/pass through the ears. Gia and V6 have this issue also, thought my characters surface values have somewhat differed from them.
I'm using SkinA Absorb/Scatter rather then SkinB (which is what Gia and V6 use) It seemed to be more natural for a darker skin character. Diffuse strength is currently 55% with Post SSS active. Shading Scale is 0.10 and Shading rate is 2.00 (To counter the seams issue). SS Strength is 75%. Velvet Strength is 15%. Specular has been something I just cant stick to the same values lol I keep changing it.
Anyway, I don't understand why light isn't really affecting the ears all that much in terms of translucency. Its like hes rock solid. Its not a model scale issue because he stands at 5"1' exactly and is much smaller then Gia.
Attached Portrait render, from which I dabbled with surface values and worked with reference photos. And a single light test to check the affect on ears. (The light behind him is a Distant Light at 120% strength, Ray-traced shadows) There is translucency but its incredibly faint.
Is it that the Rim light needs to be excessively bright? Or is the Subsurface strength (75%) and Diffuse Strength (55%) just completely wrong?
Finally after a long break getting back to Daz and experimenting with the new subsurface shaders.
I have noticed a bit of an issue with "bleaching" the colour out of some maps, I've tweaked as best I can with gamma correction, diffuse strength, lowering specular for shine, but still can never get the "true" intended colours. See attachment
Anyone have any recommendations ?
In attached image I am doing a side by side with the older Elite Human Surface Shader on the left
and on the right the new Subsurface pack with following settings from Dimension Theorys toolbox ;
1st !-SkinA-Mid in Complex
Bump Positive 40% (after altered a little manually)
Specularity 1-Skin-A
Utility - Remove Reflection
Shading Rate 0.25
Shading Scale 8
I tend to crank up the "bump" settings in both as I'm not a fan of glossy skin; waxy yes, glossy plastic - no
I cant really feel any radical difference between the older shaders (which do seem to perform ALOT better in Daz 4.6) and this new base n tool kit, tho have seen some pretty impressive results from others...my biggest mistake was leaving gamma correction in render settings off...does produce a slightly darker image but meh thats what postwork and color level adjustments for.
BUT any way to prevent the "bleaching" effect the diffuse just doesn seem as tru to the original map...any ideas ?
and BTW anyone have crashes when applying some of the Toolkit options ? Specifically just after application of the subsurfacebase, then say Specularity 1-SkinA or one of the "complex" presets, My Daz quite frequently bomsb out, tried a few cleans adn re-installs, sometimes happens, sometimes doesn't, minor pain at times.
Is there a merchant resources skin setting for realistic looking skin. I just need a jumping off point, something I could tweak and redistribute.
I just realized, from reading this thread, that Victoria 6 comes with Age of Armor's subsurface skin shaders all set up. They are quite good, I'm just getting started with it myself. A good jumping off point.
Indi.
I'm not sure what's going on with your character. This is V6 straight out of the box. On uber spot behind her and an area light in front. I think it's a little too severe, and should be more red, but definitely not a rock. I'll try changing the maps.
Yeah I noticed the lack of any colour values in SSS colour, just gotta take into consideration that the Absorb and Scatter is somewhat defining the SS colour. So, I changed the SS colour to a slightly pinkish orange. 240 221 204. (With HSS shader there was always a redish colour value) It also helped keep some natural colour of the skin of my characters considering the Diffuse Strength is 50% at white diffuse colour.
But then, I have yet to see the translucency since its not really showing up in my renders (It is, but very very faint considering the brightness of the rim light) :-S If I have a key light, (effectively what your area light is), It drowns out what little translucency I have.
Man I have heaps to learn with this shader LOL
A couple more with tweaks. The first image is with the skin maps plugged into the SSS color node. Then on the second image I added a pink to the node, very slight, 255, 209, 209.
The pictures are kind of grainy because I have too low samples on my area light.
are those settings a resource?
are those settings a resource?
The settings on V6 are technically owned by DAZ so you would have to ask them if they can be used as a resource... That is if you intend to distribute something derived from those settings. If you are just using them for your own work then I am sure you are free to use them as a base.
Now, there are thousands (probably more like millions) of possible permutations of the subsurface settings, but far less when it comes to combinations that make for pleasing SSS skin. I suspect, anyone setting up skin for Genesis will likely have many settings which fall close to what you see in V6. So, I think examining the settings on V6 and using those as a guide for your own surfaces and adjusting to better suit your custom textures is probably fine.
Big disclaimer though, I don't speak for DAZ and I am not a lawyer. If you are going to distribute anything specifically derived from those settings you will need to ask DAZ directly.
Hello.
I started using SSS not long ago and i love the effects of it but i have a problem with it.
It all looks great until two object that use it touch eachother.
I get glowing effect at the points they touch.
http://i.imgur.com/uIH7Cqr.jpg
http://i.imgur.com/rrMaD0o.jpg
http://i.imgur.com/Zl2Jf1i.jpg
Enyone knows how to get rid of of that?
Thanks in advance.
P.S
Sory for bad english.
Make sure all the surfaces on separate figures have different group ID settings - if two surfaces have the same Group ID they are treated as being part of a single item.
Yes, the solution that Richard suggested will likely fix the glow transfer. If not you can also try to use a lower subsurface shading rate.
Also, if the glowing area is very thin, it might be due to the shadow bias on the lights. Sometimes a lower value can get rid of small, unshadowed areas.
I hope the suggestions help resolve the problem for you.
This may be neither here nor there, but every image on this page is very very dark. Anyone else? I suspect a combo of gamma and low diffuse.