New Bluejaunte character alert - Ensley HD

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Comments

  • James_HJames_H Posts: 1,046

    Many thanks, Outrider42.

  • AsariAsari Posts: 703
    edited May 2020
    James_H said:

     

     I have baked a set to match the male UV, and I have used them some, too. 

    How would one bake a set to the match the male UV? This sounds interesting.

    I'm sorry I never saw this question. I think you need to UV swap product first for the UVs to be available, but I'm not 100% sure. The procedure is the same as baking a unique G2 or G3 skin to match the base. You use the Map Transfer tool, but instead of selecting the base for the target, you select the opposite sex base. That's where having the UV swap product comes in.

    So once done you will have a full set of textures fit to the other sex. Then you can use the nice roughness textures and materials of a bluejaunte girl on males in the same way I did for Victoria. This doesn't make them look feminine at all. It compliments pretty much any skin.

    I wouldn't do a good job explaining, but this thread does, and it has helpful pictures. This was what I went by when I did mine. https://www.daz3d.com/forums/discussion/95701/tutorial-converting-custom-genesis-2-uvs-to-genesis-3#latest

    @outrider42 thank you so much for this. I spent the weekend trying to figure out how to transfer the maps from G8F to G8M. I use UV swap on the figure itself and it works well, but I want to use G8F skin on the male AFE mesh and of course you need a Male map for this.

    I will study this thoroughly.

    Post edited by Asari on
  • outrider42outrider42 Posts: 3,679
    edited May 2020
    Asari said:
    James_H said:

     

     I have baked a set to match the male UV, and I have used them some, too. 

    How would one bake a set to the match the male UV? This sounds interesting.

    I'm sorry I never saw this question. I think you need to UV swap product first for the UVs to be available, but I'm not 100% sure. The procedure is the same as baking a unique G2 or G3 skin to match the base. You use the Map Transfer tool, but instead of selecting the base for the target, you select the opposite sex base. That's where having the UV swap product comes in.

    So once done you will have a full set of textures fit to the other sex. Then you can use the nice roughness textures and materials of a bluejaunte girl on males in the same way I did for Victoria. This doesn't make them look feminine at all. It compliments pretty much any skin.

    I wouldn't do a good job explaining, but this thread does, and it has helpful pictures. This was what I went by when I did mine. https://www.daz3d.com/forums/discussion/95701/tutorial-converting-custom-genesis-2-uvs-to-genesis-3#latest

     

    @outrider42 thank you so much for this. I spent the weekend trying to figure out how to transfer the maps from G8F to G8M. I use UV swap on the figure itself and it works well, but I want to use G8F skin on the male AFE mesh and of course you need a Male map for this.

     

    I will study this thoroughly.

    I used the UV swap first to get the female skin on the male. Then use the map transfer like described. I forgot I left that first step out. The process is actually pretty easy once you do it a couple times, its just getting the default templates to match the correct textures. Genesis 3/8 make this a lot easier since there are fewer different surfaces and groups than Genesis 2 had. And G8 makes it even easier because now all the related eye textures are one template. Basically all the surfaces that share the same texture are grouped together.

    If you use a bluejaunte skin like say Nadya, you kind of only need to do it once, LOL. I think Nadya works particularly well because of how her fair skin settings seem to work more unilaterally with less tweaking. And like the newer BJ girls, she uses fewer maps to get the job done, and the maps are more optimized. Basically the newer BJ girls are more VRAM friendly and render slightly faster, too. So I think there is a real benefit to using newer ones like Nadya. I'm sure Ensley's would work great, too. Plus since Ensley has a new foot displacement texture, you could even convert that with this process and give the male that same foot displacement.

    I can't find my Nix pictures for some reason, so I made a couple new ones. The is "Bluejaunte Nix". He is using Nadya roughness and bump maps. His base, trans color, and normals are still Nix. I used a bright light to show how the skin reflects it across the surface. This might be the closest we get to bluejaunte male without kidnapping bluejaunte. But this is why one would do that whole process, as it lets me use these new Nadya textures with ANY Genesis 8 male, even Genesis 3.

    I am not using any HD morph, I don't have his. But that might be a consideration since I am using the Nadya bumps. I could maybe switch Nix bumps back in, but I still like Nadya's. Going this route does mean you are depending on your normals and mesh for those character specific details more than before. However I think the trade off is well worth it. His skin looks like skin to me. Grab a mesh body hair and you are in business.

    I suppose the only real negative is the lack of a matching genital roughness texture. I think there was a free UV map at Rendo that somehow uses the torso texture on the Daz genital prop. I've never used it, so I have no idea how well it could work. But I happened to scroll over it one day looking at freebies.

    Also, if you are doing some sort of comic like material, having bluejaunte skin on a male will make the men look like they belong in the same world with the bluejaunte women. That's really the biggest win, I think. There is no male that looks quite like the bluejaunte females. Now I could could place this Nix in a scene with Nadya or somebody and he would not look out of place.

    Post edited by outrider42 on
  • MescalinoMescalino Posts: 436

    another great character from BJ

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  • jonathanlivingstonjonathanlivingston Posts: 118
    edited June 2020

    Hi, I have a big problem with Ensley character: she slows down everything when I am in iray preview: it happens when I load "Ensley !MAT".

    It only happens in NVIDIA Iray view, and obviously it's impossible to make a rendering, because it would take too much time.

    And I also noticed that when I put the freckles layer on her, it takes a long, long time to load and DAZ freezes (but never crashes), same happens with layered lashline. Then, with freckles and eyelash on, if I choose an eye makeup material, the two layers disappear: where am I wrong?

    It's a pity, because I like this character a lot. I thought it was a problem with all BJ characters, so I tried another product, Sina, but with her everything went smoothly.

    Thanks for your help

    Post edited by jonathanlivingston on
  • Richard HaseltineRichard Haseltine Posts: 102,890

    Hi, I have a big problem with Ensley character: she slows down everything when I am in iray preview: it happens when I load "Ensley !MAT".

    It only happens in NVIDIA Iray view, and oviously it's impossible to make a rendering, because it would take too much time.

    And I also noticed that when I put the freckles layer on her, it takes a long, long time to load and DAZ freezes (but never crashes), same happens with layered lashline. Then, with freckles and eyelash on, if I choose an eye makeup material, the two layers disappear: where am I wrong?

    It's a pity, because I like this character a lot. I thought it was a problem with all BJ characters, so I tried another product, Sina, but with her everything went smoothly.

    Thanks for your help

    Yese, Layered Images (having a live belnd of multiple images or solid colour layers) do take a while to build, so that is expected. If there's a particular combination you want to use frequently you can copy the .tiff files created by the process out of the temp folder and in the Surfaces pane aply them instead of the layered versio - that will speed loading, but it doesn't affect rendering once loaded.

  • Yese, Layered Images (having a live belnd of multiple images or solid colour layers) do take a while to build, so that is expected. If there's a particular combination you want to use frequently you can copy the .tiff files created by the process out of the temp folder and in the Surfaces pane aply them instead of the layered versio - that will speed loading, but it doesn't affect rendering once loaded.

    Thanks for the answer.

    I still don't understand:

    - if the big lag in iray preview is normal

    - why the freckles disappear when I load eyelash and makeup

    and

    - please can you explain this: "If there's a particular combination you want to use frequently you can copy the .tiff files created by the process out of the temp folder and in the Surfaces pane aply them instead of the layered versio - that will speed loading, but it doesn't affect rendering once loaded."

    I don't know how to do.

     

    Thanks

  • SevrinSevrin Posts: 6,310

    Yese, Layered Images (having a live belnd of multiple images or solid colour layers) do take a while to build, so that is expected. If there's a particular combination you want to use frequently you can copy the .tiff files created by the process out of the temp folder and in the Surfaces pane aply them instead of the layered versio - that will speed loading, but it doesn't affect rendering once loaded.

    Thanks for the answer.

    I still don't understand:

    - if the big lag in iray preview is normal

    - why the freckles disappear when I load eyelash and makeup

    and

    - please can you explain this: "If there's a particular combination you want to use frequently you can copy the .tiff files created by the process out of the temp folder and in the Surfaces pane aply them instead of the layered versio - that will speed loading, but it doesn't affect rendering once loaded."

    I don't know how to do.

     

    Thanks

    As for the freckles disappearing: LIE layers are added to the diffuse map.  When you change the make-up, unless it's also a LIE layer, the diffuse map changes.  For this reason, you want to add the freckles after you finish the make-up.

    What kind of hardware are you using?  It's not possible to discuss viewport performance without knowing what your graphics hardware is.

  • vagansvagans Posts: 422

    Ensley's material is very resource intensive. If you don't have much VRAM, your iray preview may be kicking over to CPU.

  • bluejauntebluejaunte Posts: 1,927
    vagans said:

    Ensley's material is very resource intensive. If you don't have much VRAM, your iray preview may be kicking over to CPU.

    Is that so? I'm not aware. A few maps are 8k but other than that it seems pretty normal in terms of resources. Would love to hear more from people about rendering speed and VRAM usage.

    Yeah LIE is what it is, explained well above thanks guys.

  • Sevrin said:

    As for the freckles disappearing: LIE layers are added to the diffuse map.  When you change the make-up, unless it's also a LIE layer, the diffuse map changes.  For this reason, you want to add the freckles after you finish the make-up.

    What kind of hardware are you using?  It's not possible to discuss viewport performance without knowing what your graphics hardware is.

    Thanks: I understand about the LIE yes

    My laptop specs:

    Windows 10 64 bit

    16 GB RAM

    SSD 512 GB

    Intel core i7-9750H

    Nvidia GeForce GTX 1650

     

    vagans said:

    Ensley's material is very resource intensive. If you don't have much VRAM, your iray preview may be kicking over to CPU.

    Yes, I noticed this big lag in iray preview only with Ensley.

  • vagansvagans Posts: 422
    vagans said:

    Ensley's material is very resource intensive. If you don't have much VRAM, your iray preview may be kicking over to CPU.

    Is that so? I'm not aware. A few maps are 8k but other than that it seems pretty normal in terms of resources. Would love to hear more from people about rendering speed and VRAM usage.

    Yeah LIE is what it is, explained well above thanks guys.

    Just load up a Genesis 8 female, task manager with GPU graphs and switch between various materials in iray preview. Ensley's mats consume more VRAM than most of my characters. Here's example VRAM graph, starting with V8, Babina 8, Guila, Josephene 8 then finally BJ Ensley. Notice the ramp up to finally loading her mats into VRAM? 4x as long and consumed 1.5Gb more VRAM than the others. The skin materials are fantastic and wouldn't want you to sacrifice the detail you're putting into your characters, but it's definitely more taxing on rendering.

     

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  • junkjunk Posts: 1,370
    vagans said:
    vagans said:

    Ensley's material is very resource intensive. If you don't have much VRAM, your iray preview may be kicking over to CPU.

    Is that so? I'm not aware. A few maps are 8k but other than that it seems pretty normal in terms of resources. Would love to hear more from people about rendering speed and VRAM usage.

    Yeah LIE is what it is, explained well above thanks guys.

    Just load up a Genesis 8 female, task manager with GPU graphs and switch between various materials in iray preview. Ensley's mats consume more VRAM than most of my characters. Here's example VRAM graph, starting with V8, Babina 8, Guila, Josephene 8 then finally BJ Ensley. Notice the ramp up to finally loading her mats into VRAM? 4x as long and consumed 1.5Gb more VRAM than the others. The skin materials are fantastic and wouldn't want you to sacrifice the detail you're putting into your characters, but it's definitely more taxing on rendering.

    Man I'm late to this party.  I was noticing how taxed my system is and that renders are much slower with Ensley, which I just picked up...  Thank you by the way bluejaunte for your incedible creations!  

    vagans your graph really sums it up but honestly I think the Ensley character is my favorite model and the most life like character I own.  I wouldn't want to lose any of the quality so I'm NOT complaining.  Here is my second completed render with her and to me she looks so realistic.  The third scene is the one I'm really struggling with and might just use "scene optimizer" to try and reduce the overhead.

    Ensley example
    LINK TO THE GALLERY IMAGE

    When I look at her she looks so realistic like I actually got a child model to pose for a "science musuem" ad or something.  The boy is Genesis 8 with youth morphs applied and her eye materials copied over to his.

    Thank you so much bluejaunte!  If you have a quick answer to reduce the GPU DDR overhead let us know.  

  • bluejauntebluejaunte Posts: 1,927

    Thanks so much junk. The only thing I can think of is to downsize the few 8k maps to 4k. I don't really see how these few maps could result in a whopping 1.5GB more VRAM used though. Other than that I don't really see anything out of the ordinary in terms of texture resources.

    That shouldn't influence rendering speed per se. Although finer detail in a texture will probably take longer to clear up so that could be a natural consequence of more detailed maps.

  • nicsttnicstt Posts: 11,715

    I like having such large maps.

    I can downsize em when required; if i need the quality, I can't upsize.

  • Yes, I'm also late here I guess, but after purchasing Ensley on 1st of May I can't stop rendering this new gorgeous character from bluejaunte and what can I say? She looks great in every outfit I put on her!

    In my opinion she wins the award "most beautiful and realistic looking girl in 3D world" yes

    Indeed loading the freckles map and eyeliners take some seconds more than usual, but it's worth the waiting. My system is a Ryzen 7 3200 and a RTX2070S, so no problems with render speed luckily smiley

    I customized her body a bit to more athletic with morphs and some other "tuning" with different morph kits.

    Thank you BJ for this wonderful character!

     

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  • bluejauntebluejaunte Posts: 1,927

    Very welcome, thank you too :)

    The freckles take longer than say the eyeliner because it's covers the whole body. So the already awfully slow layered image loading basically has to do whatever slow-mo-ing it does 4 times. For face, torso, arms and legs.

  • NylonGirlNylonGirl Posts: 1,939

    Yes, I'm also late here I guess, but after purchasing Ensley on 1st of May I can't stop rendering this new gorgeous character from bluejaunte and what can I say? She looks great in every outfit I put on her!

    In my opinion she wins the award "most beautiful and realistic looking girl in 3D world" yes

    Indeed loading the freckles map and eyeliners take some seconds more than usual, but it's worth the waiting. My system is a Ryzen 7 3200 and a RTX2070S, so no problems with render speed luckily smiley

    I customized her body a bit to more athletic with morphs and some other "tuning" with different morph kits.

    Thank you BJ for this wonderful character!

     

    I see her shoulders are properly covered.

  • marblemarble Posts: 7,500

    I don't have this character but I do have other BJ girls. They are my favourites but I do have to reduce those textures. I normally halve 4K textures so I have to half that again for the 8k. I really, really object to doing this but I cannot waste time with CPU renders so if I want more than one  BJ character in a scene they have to be reduced. 

  • savagestugsavagestug Posts: 178

    I'm kind of "meh" on the body morph, but have used the head and texture.

  • outrider42outrider42 Posts: 3,679
    For those having issues, my suggestion would be to combine the LIE textures together in Photoshop or whatever, and save that as a preset. So if you want the freckles, just combine the two maps into one and use that for each surface. I would bet money that this would decrease the resources needed to use the character. This is what I do instead of using LIE.
  • vagansvagans Posts: 422
    For those having issues, my suggestion would be to combine the LIE textures together in Photoshop or whatever, and save that as a preset. So if you want the freckles, just combine the two maps into one and use that for each surface. I would bet money that this would decrease the resources needed to use the character. This is what I do instead of using LIE.

    The issue isn't the freckles, it's the resources needed for the skin materials itself. As myself and others have stated though, we prefer the quality and are ok with how it is.

  • outrider42outrider42 Posts: 3,679
    The textures are not out of the ordinary, though, like bluejaunte himself already explained. Aside from the handful of 8k textures, most of the textures are actually a lot smaller in file size compared to other models. The color maps are downright tiny! 8k textures are not that even that unique, and nearly all bluejaunte models sport some textures that are 8k, so its not just Ensley. The issue is 100% NOT related to these.

    When you use LIE, you are using additional textures. It only stands to reason that using multiple instances of LIE will use more resources because, well, it is using more resources. I said freckles, but Ensley has a other LIE features.

    The only thing different about Ensley compared to other bluejaunte girls is the displacement map being used. The displacement settings increase the subdivision, which is necessary for Iray to properly use displacement maps. So if it isn't LIE, then try removing the displacement map and turning displacement off. Her displacement map is only for her feet.
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