Copying Daz tan appearance in GIMP

Hi,

 

UPDATE 6/16/2019 I want to try a different way instead using GIMP and HSV nodes in Blender cycles.  A few posts down is an updated post with my new question.

 

I have a Daz character with a tanned appearance as well as tan lines.  I want to work with this character in Blender and i was trying to figure out a way to replicate the tanned skin and tan lines in GIMP.  I would also like to be able to do this without losing any of the details on the diffuse textures.  I tried looking on youtube for tutorials but i'm getting a lot of results about IRL people using PS/GIMP to remove tanlines and stuff.

 

I'm looking at the Surfaces tab in Daz for the character and i see all the tanned skin color modifiers on the different body parts.  Is there any way i can use those values instead of just going into GIMP and doing trial and error until it looks right?

 

Post edited by unused account - glossedsfm on

Comments

  • felisfelis Posts: 4,673
    edited June 2019

    I am in doubt exactly what your goal is. You're saying that you would like to do GIMP adjustments, but also that you like to use this character in Blender.

    I am asuming that you goal is to reproduce the character in Blender with the tan lines?

    The basic problem is there is no standardized way to copy material from one render engine to another.

    In Daz Studio tan lines can be obtained by different ways, but I would guess it is added in the diffuse overlay channel.

    So you could either in Gimp try to reproduce that overlay function and merge it into a diffuse map. But that will I think require some fiddling and trial and error.

    Or you could in blender combine the different maps in the material setup. Not that that will be straigth forward, but you can see the results immediately.

    I think my recommendation would be to do it in blender.

    Or I have completely misunderstood what your goal is.

    Post edited by felis on
  • edited June 2019
    felis said:

    I am in doubt exactly what your goal is. You're saying that you would like to do GIMP adjustments, but also that you like to use this character in Blender.

    I am asuming that you goal is to reproduce the character in Blender with the tan lines?

    The basic problem is there is no standardized way to copy material from one render engine to another.

    In Daz Studio tan lines can be obtained by different ways, but I would guess it is added in the diffuse overlay channel.

    So you could either in Gimp try to reproduce that overlay function and merge it into a diffuse map. But that will I think require some fiddling and trial and error.

    Or you could in blender combine the different maps in the material setup. Not that that will be straigth forward, but you can see the results immediately.

    I think my recommendation would be to do it in blender.

    Or I have completely misunderstood what your goal is.

     

    I'm sure that i can "combine all the different maps in material setup" but i dont know how.  Its easier for me to figure it out in GIMP all i need to do is figure out how to get the color right.  If someone can tell me or if someone can point me to a tutorial telling me how in cycles render to 1) add the tanned color skin 2) add the mask in the node setup so that the tanline/underwear shows up on the model and 3) give the mask a blurred edge then i would do it that way. I might know how to do #1 which is probably just to add an HSV node between the diffuse and output.  But i havent worked with masks yet so i wouldnt know how to do the tanlines.

    Post edited by unused account - glossedsfm on
  • edited June 2019
    felis said:
    So you could either in Gimp try to reproduce that overlay function and merge it into a diffuse map

    Or you could in blender combine the different maps in the material setup

     

    Basically i'm looking for specific instructions on how to get it on my character in blender.  I already *know* the two above things and that its possible in either GIMP or with node editor in Blender....but i dont know how.  And the "how" part is what i needed help with.

    Post edited by unused account - glossedsfm on
  • felisfelis Posts: 4,673

    I am not aware of any specific 'how to'.

    There migth be some, but I am pretty sure that there isn't a standardized way.

    I have tried a couple of times, and what I have done is basically taken the maps from the Iray shader as input to the Principled BSDF in blender, but there are some Iray settings I have no clue of how to handle. In my view the important ones are diffuse, specular, bump and normal, and cut-out if there is one.

    And in your case, probably also diffuse overlay.

    Thomas Larsson has made a script to transfer a scene duf file to blender called diffeomorphic, that is also discussed in another thread (I currently don't have a link to). I haven't tried it myself but people seems generally to be happy with it.

  • I started a thread a while back and somebody suggested the diffeomorphic addon to me too but i could never get it to work.   I'm going to try it again but if that doesnt work then this thread is a backup.  I already have my principled bdsf materials setup, just now i've figured out how to use an HSV node to give the skin a tanned appearance. Now its just a matter of figuring out how to get the masks in place for the underwear tanline.  I'm not looking for **the** standardized way to do the masks...i'd be happy with any method that shows how to do it which is better than what i have right now which is nothing.

     

    I've managed to find a few tutorials on node editor masks and movie sequence editor and image editors going through them right now to see if they are any good.

  • felisfelis Posts: 4,673
    edited June 2019

    A mask should just be a black/white (or grey for values in between) used as factor in a blend node, where you blend the original skin with a tan color.

    I assume there is one in your Iray shader in diffuse overlay weigth.

    Post edited by felis on
  • felis said:

    A mask should just be a black/white (or grey for values in between) used as factor in a blend node, where you blend the original skin with a tan color.

     

    I have the mask.  So if i'm understanding you i can just go into node editor and plug that into diffuse or something. I've been messing around in the UV/image editor and composite editor but let me go back to the node editor again.

  • OK looks like that was it.  I already had the HSV node between diffuse and output, i just needed to add the mask as an image texture and link it to the hsv's fac plug.  Some people talking to me on discord said the exact same thing as you did at the same time.

     

    Thanks for helping me figure that out felis

  • felisfelis Posts: 4,673
    edited June 2019

    I think I would take the diffuse map (potentially first mix with a blend node, with the same grey color Iray uses), and then take the output from there as input to a new blend node, with the tan color from Iray, and the mask as factor.

    At least as a first try.

    And remember, all textures shall have texture coordinate - UV map - as vector.

    Post edited by felis on
  • The torso is the only part with the tan masked and this is what it looks like.  The other parts are similar but just with no mask for the fac.

     

  • felisfelis Posts: 4,673

    Yeah, something like that smiley

    I am only surprised over the values in the Hue-Saturation node. It looks like a rather large shift in color, but if it looks to your satisfaction it is good.

  • I want to try doing this a different way instead of using GIMP and the HSV node.  I started another thread but it was closed and i guess i'm supposed to use this thread instead.  Here is a cut and paste from the other thread.

     

    I was finally able to get the Diffeomorphic plugin installed and it works OK except for the skin textures.  I used V3D's Wet and Tanned Skins for G8F to give my character a tanned appearance.  But the base texture maps are what is getting ported over to Blender not the tanned ones.  So is there a way to get the tanned appearance over there too? i read that Daz3ds has a bake texture function so i was wondering if that would work for what i want.  I've tried using and HSV node in Blender cycles render and at first i thought it looked fine.  But in different lighting situations and upon closer examination i think i like the way it looks in Daz better.  I want the character to 100% look in Blender the same way it looks in Daz...not "kinda like it" and i just dont think i'm good enough with messing around with blender nodes to get that look.

    https://www.daz3d.com/wet-and-tanned-skins-for-genesis-8-females

  • edited June 2019

    I think the Shader Baker is what i need to mess around with but i cant get it to work.  With it set to Iray in the render settings a window popped up but i got an error message and only of the body textures came out and they were all black.  I set it to 3delight and got a message saying 1/150 files were being prepared but no files got outputted.

    Post edited by unused account - glossedsfm on
Sign In or Register to comment.