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According to the ReadMe file list there are twelve .zip files - assuming it was split that way for size reasons like many other HDRI products I own, that probably means 10GB or more of .zip files and even more when installed. (I have not bought the new one, so I can't say for sure)
ETA: Just seen this mentioned in another thread, it seems I was over-estimating the size: https://www.daz3d.com/forums/discussion/comment/6771381/#Comment_6771381
It was a daily freebie in the last PC+ anniversary sale, so at least you probably didn't spend money on it. (Not that being free is any excuse for a badly made product) - I have it but have apparently never used it because I don't remember spotting those problems.
So it was a freebie. Good luck getting it corrected. If you want to get your hands dirty, I have an easy fix. The UV Mapping for the Short Hair and the Eyebrows should simply be the set of horizontal bars that the other pieces have. They are defined by a set of 16 coordinate pairs (repeated many, many times) that map out the corners of the narrow boxes (all are in a file called default.dsf in \data\Matari3D\Facial Hair and Hair for Genesis 8 Male\Short Hair [or Eyebrows]\UV Sets\Matari3D\Base). The Short Hair and Eyebrow UV maps have all zeros for the coordinate pairs so what gets mapped is whatever pixel is at [0, 0] on the bitmap, and it just happens to be pink for Color 16. All that is needed is to replace all those [0, 0]'s with repeated sets of the 16 pairs, which you can copy from any one of the other hair part's UV map (beard, sideburns, or mustache). Just make sure you have the same number of vertices (no need to count them, just check line number in the text editor).
If you have the hair loaded, its data will stay in memory even if you delete it from the scene, so purge memory after (there's a built-in script for that under Scripts -> Utilities). Reload the hair and/or eyebrows and you should now have the proper UV mapping. You can check in the Viewport (main or aux, with UV View mode). Not only does it cure the pink hair from Color 16, all the others look better, since the hairs are getting the full texture applied instead of just pixel [0, 0].
Here's what Color 16 should really look like when applied with the new UV mapping:
Would it be possible to just upload the fixed default.dsf file somewhere to share? It wouldn't contain any meshes or textures, so wouldn't it be safe from copyright issues? I have the product too, but the fix explanation went a bit over my head. Sorry.
I was checking out r/Daz3d (the Daz subreddit over at Reddit) when I found out about this really good HDRI from HDRI Haven. It's called Lebombo and of course, it's free. It just seems like it makes characters look really believable and photoreal.
Here it is in action with Callan, Thorin hair, and Chill Pj Pants.
@certaintree38
Thank you for the link directly to the HDRI. It is lovely light and I think your render of Callan shows how good he and the light are. He is nice too.
Mary
Thanks! I followed your helpful instructions and fixed the hair. I'll do the eyebrows next.
Similarly, you can fix the Facial Hair and Hair for Genesis 8 Male.duf file yourself by replacing "Billy-Goat" with 'Billy%20Goat".
Of course, we shouldn't have to do any of this ourselves to fix a broken product that never should have made it through testing. But, as you say, good luck getting it fixed! I didn't even waste my time writing a help request for this one.
My pleasure. And yeah, Callan is a cutie.
Maybe some pictures would help. So you'll first have to decompress the default.dsf (Batch Convert in Studio, locate the file or folder and apply). The one for the Hair is over 11 MB. I use notepad++, which can handle multimegabyte files without crashing. The first attachment shows what you will see at the beginning of the file. All zeros, no good. Note the line number of the last one in the list. Yes, there are a lot of them. Select them all and delete them.
The second attachment is what you will see with one of the other default.dsf files: a repeating sequence of 16 coordinate pairs (good). Copy that, or as many as you can (thousands would be good, tens of thousands would be better), and paste them into the file where you deleted the old zeros. Paste until you get to the same line number where the original ended (third attachment). You don't need to have full sets of 16 at the end, you can cut the list off at the required number of vertices. Don't forget to remove the comma after the last coordinate pair.
You're welcome. I love a challenge. Maybe I shouldn't mention the stray polygons from the beard that are on the feet and back (wha-?)...
Okay. Let's start at the beginning. (Sorry, I'm a noob). What does it mean to batch convert in Studio? I tried checking the edit drop down menu, right-clicking on the file itself, and searching on google, but can't figure it out.
Batch Convert (a very misleading name) can convert .duf/.dsf files between compressed and uncompressed formats, or convert between older .dsb (binary) and .dsa (ascii) formats. There is a tab pane by the same name. Just open it, choose "Add Files...", navigate to the folder with the .dsf file and select it. The file should show up in the Files list. At the bottom, select "Uncompress Listed Compressed Assets" and apply. The file will now be plain text that you can edit. Whn done, you can re-compress it to save space, if you want.
The eyebrows seem to be only a multiple of 8 instead of 16.
Doesn't have to be a full multiple of 16, as long as each vertex is mapped to something. Just trim the list at the number of vertices. It should at least be a multiple of 4 to enclose the rectangle.
I just dropped the last 8.
Thank you! It looks much better now.
They removed the clay render so you can't see the other mesh problems.
Wow, that is low.
Actually, I've come to expect this. I kept trying to tell myself that it was just the cynic in me, or I was misinterpreting, or there's probably another explanation, etc. Alas, a preponderance of evidence leads me to the inevitable conclusion.
But if that collar wasn't sufficient to dissuade someone, then they deserve the hidden value.
That isn't good. Did they do that after we mentioned it on this thread?
I found an interesting gal to add to the gene pool, if you want really sculpted, defined athleticism. Google KrashWerks Katerina. I wouldn't personally use her full blown morphs, but being able to dial her in will be a lot of fun.
Oh my. I don't recall this ever happening before. Have you ever had a view from a car window strip off the character's clothes? I was rotating the camera around, and the car door is open, with a character standing outside the car and beside it. Through the driver's window, there in full glory, was my dressed character totally undressed through whatever was visible through the window. SO weird!
That's an OpenGL preview problem, I believe. It should render correctly.
X-Ray window cool
My character begs to differ!
Like Barbult says, it's an issue with OpenGL and transmaps. For some reason, when you're seeing a transmapped texture through another transmapped texture -- usually a window of some sort -- the first texture on the other side of the transmapped window frequently goes invisible. I'll bet your character was bald, as well.
Hey guys :) Pretty sure the image is probably just getting corrected although I could be wrong. I did look at the image earlier because I was curious about what the mesh issues were... I suspect what you were seeing was the surface add ons that was accidentally made visible when applying the clay shaders. The add ons will never render and is to keep rounded edges more stable during simulations and to give thickness to outfits. It is completely seperate from the outfit obj.
I finally got around to installing my HiveWire purchases from December and found that Moth Vol 3 required Moth. Missed that. And wouldn't you know, I had a lovely email from Ken's new store today about his interview and store opening and sale! Bought the rest of the moths and I found and fell in love with Patoos. What an adorable bird.
Here is the Andean Potoo.
Here you go @memcneil70 What a funny bird!
Yeah, his description of the bird and how it hides in plain sight fascinated me. The various types are lovely. I just want to giggle at them.
Mary