The Crikey I’m Being Nibbled On By a Fairy Dragon Complaint Thread.

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Comments

  • kyoto kidkyoto kid Posts: 41,257
    edited December 1969

    ps1borg said:
    Moon update, 3/4 eaten looks unreal :lol:

    update moar: almost gone, lucky rolled my own sky :lol:


    ...really nice.
  • kyoto kidkyoto kid Posts: 41,257
    edited December 1969

    ps1borg said:
    ps1borg said:
    Moon update, 3/4 eaten looks unreal :lol:

    Can you photograph it?

    Tried but iz just a little white dot on the screen, much better in RL. Moon is almost eaten away now, took about an hour or so :)

    update: crescent moon now high in the north east sky
    ...cloudy tonight . No Eclipse here except for the 3DU character in my runtime.

  • kyoto kidkyoto kid Posts: 41,257
    edited December 1969

    extrrra 50 off d.o.s today

    beside myself - virtual backflips :lol:


    ...no money in the account until Monday (bank's not open until then) so I'll miss the sale.:down:

    Bugger this is what MM used to be like.

  • TJohnTJohn Posts: 11,228
    edited December 1969

    Kyoto Kid said:
    tjohn said:
    Scary clown drop. :)

    ...glad I saw this after I woke up this morning instead of last night before turning in.

    Nice work on the candles.
    Thank you. I got the idea for doing the image in Iray with "Bloom" on candlelight. The only problem is the lights that come with the hallway are for DS 3, and don't even show up in 4.8 as a choice. So I took a candle with flame from a DM set, turned the opacity off for the candle and candle holder, put Iray emissive shader on the flame and saved it as a scene subset, and loaded it in and positioned it once for every candle.
    It didn't take as long as you'd think to set up, and rendered in about 2.5 hours. I think it was worth it. I think. :lol:

  • Sfariah DSfariah D Posts: 26,562
    edited April 2015

    Look what I got today. And I almost forgot the picture.

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    Post edited by Sfariah D on
  • kyoto kidkyoto kid Posts: 41,257
    edited December 1969

    ...Easter deely bobbers! :-)

  • Sfariah DSfariah D Posts: 26,562
    edited December 1969

    Kyoto Kid said:
    ...Easter deely bobbers! :-)

    I thought they were cute.

    My internet on my computer is behaving slowly today.

  • starionwolfstarionwolf Posts: 3,670
    edited December 1969

    Observation: Space Stones is a big product.

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  • Sfariah DSfariah D Posts: 26,562
    edited December 1969

    Observation: Space Stones is a big product.

    It has a lot of stuff for a good price.

  • atticanneatticanne Posts: 3,009
    edited December 1969

    Kyoto Kid said:
    ...Easter deely bobbers! :-)

    I thought they were cute.

    My internet on my computer is behaving slowly today.

    They are cute (and you are too). My Internet was non-existent when I got up this morning. Actually ever since the tech was out here yesterday, but I didn't know it. This is the 6th day in a row I've been on the phone with my cable company. It starts with a T and has a W in the name also. My brain is fried.

    Now when I open Studio this is how Genesis looks. I don't remember what I was doing the last time I was in Studio. How do I get rid of these strange things on him and what are they?

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  • RezcaRezca Posts: 3,393
    edited April 2015

    Observation: Space Stones is a big product.

    My guess is they're not optimized in terms of geometry count very well, perhaps?
    Or they're 'okay' but have a toooooooon of them. Maybe even multiple LOD versions of the same objects, but lumps them all into the same installer so there's bigger installer/zips to go around :lol:


    Is why I gave up trying to re-rig DIgi-I's T.rex and Biguana, too many polygons make smooth weighting more a hassle than an ease. -__-
    Polygons for everyone! It's especially bad when there's a ton of polygons in things you'll never really see or have a heavily subdivided cornea (Which doesn't tend to be rendered too well in most cases anyway - very scene and lighting dependent). While on that topic, I hated trying to use the Megalodon product because only my best computer (The crash-prone desktop) could load this model on its own without causing the entire viewport to slow to a crawl. It had that many polygons - most of them in places where a mere fraction of them would have been much better.

    Polygons for everyone indeed. x(

    Post edited by Rezca on
  • TJohnTJohn Posts: 11,228
    edited April 2015

    AtticAnne said:
    Kyoto Kid said:
    ...Easter deely bobbers! :-)

    I thought they were cute.

    My internet on my computer is behaving slowly today.

    They are cute (and you are too). My Internet was non-existent when I got up this morning. Actually ever since the tech was out here yesterday, but I didn't know it. This is the 6th day in a row I've been on the phone with my cable company. It starts with a T and has a W in the name also. My brain is fried.

    Now when I open Studio this is how Genesis looks. I don't remember what I was doing the last time I was in Studio. How do I get rid of these strange things on him and what are they?


    Those are his bones. :) Somehow you turned them on to show in parameters/display (last on/off button)

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  • Sfariah DSfariah D Posts: 26,562
    edited December 1969

    My eyes are getting heavy guess I am getting sleepy so good night

  • starionwolfstarionwolf Posts: 3,670
    edited December 1969

    Rezca said:
    Observation: Space Stones is a big product.

    My guess is they're not optimized in terms of geometry count very well, perhaps?
    Or they're 'okay' but have a toooooooon of them. Maybe even multiple LOD versions of the same objects, but lumps them all into the same installer so there's bigger installer/zips to go around :lol:
    ...

    Polygons for everyone indeed. x(

    I should create a scene using space rocks and then count the number of polygons/verticies in that scene. The product does include 70 texture, normals, and reflection maps.

  • ps1borgps1borg Posts: 12,776
    edited December 1969

    Morning. Storm clouds rolling in from the bay haz the shinning all luminous mottled pale greys on white :)

  • ps1borgps1borg Posts: 12,776
    edited December 1969

    Look what I got today. And I almost forgot the picture.

    hey teh cuteh iridescent bunny ears :)

  • MistaraMistara Posts: 38,675
    edited December 1969

    Spring was teasing today. iz windyyyyy
    RealFeel® 24°

  • ps1borgps1borg Posts: 12,776
    edited December 1969

    DanaTA said:
    ps1borg said:
    Moon iz eclipsing later on here :) Been making clouds for sky domes with mojoworld to celebrate :lol:

    Some good looking clouds!

    Dana

    Clouds generated by Mojoworld, an antique (sooo sloooow) fractal world generator :)

  • ps1borgps1borg Posts: 12,776
    edited April 2015

    Kyoto Kid said:
    ps1borg said:
    ps1borg said:
    Moon update, 3/4 eaten looks unreal :lol:

    Can you photograph it?

    Tried but iz just a little white dot on the screen, much better in RL. Moon is almost eaten away now, took about an hour or so :)

    update: crescent moon now high in the north east sky
    ...cloudy tonight . No Eclipse here except for the 3DU character in my runtime.

    The best I could manage shaky hand held last night :lol:

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    Post edited by ps1borg on
  • atticanneatticanne Posts: 3,009
    edited December 1969

    tjohn said:
    AtticAnne said:
    Kyoto Kid said:
    ...Easter deely bobbers! :-)

    I thought they were cute.

    My internet on my computer is behaving slowly today.

    They are cute (and you are too). My Internet was non-existent when I got up this morning. Actually ever since the tech was out here yesterday, but I didn't know it. This is the 6th day in a row I've been on the phone with my cable company. It starts with a T and has a W in the name also. My brain is fried.

    Now when I open Studio this is how Genesis looks. I don't remember what I was doing the last time I was in Studio. How do I get rid of these strange things on him and what are they?


    Those are his bones. :) Somehow you turned them on to show in parameters/display (last on/off button)

    Okay, so that's what DAZ bones look like. I've never seen them before. Here's what I'm set on. I new-filed on Star and she's got bones too. I have a lit icon for my Joint Editor Tool. How do I turn that off?

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  • MistaraMistara Posts: 38,675
    edited December 1969

    scarier than a clown :lol:

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    Rezca said:
    Observation: Space Stones is a big product.

    My guess is they're not optimized in terms of geometry count very well, perhaps?
    Or they're 'okay' but have a toooooooon of them. Maybe even multiple LOD versions of the same objects, but lumps them all into the same installer so there's bigger installer/zips to go around :lol:


    Is why I gave up trying to re-rig DIgi-I's T.rex and Biguana, too many polygons make smooth weighting more a hassle than an ease. -__-
    Polygons for everyone! It's especially bad when there's a ton of polygons in things you'll never really see or have a heavily subdivided cornea (Which doesn't tend to be rendered too well in most cases anyway - very scene and lighting dependent). While on that topic, I hated trying to use the Megalodon product because only my best computer (The crash-prone desktop) could load this model on its own without causing the entire viewport to slow to a crawl. It had that many polygons - most of them in places where a mere fraction of them would have been much better.

    Polygons for everyone indeed. x(

    Back in my Carrara 5 days, I could never get TransPoser to work for me, so I would either save out an obj file of a posed and/or dressed figure, or I would rig it in Carrara and weight paint it. This is how I animated Digital I's T-Rex for my video. All animated and rendered in Carrara 5. Composited and edited in Final Cut Pro.
    https://www.youtube.com/watch?v=taejI7yb2R0

  • RezcaRezca Posts: 3,393
    edited April 2015

    Rezca said:
    Observation: Space Stones is a big product.

    My guess is they're not optimized in terms of geometry count very well, perhaps?
    Or they're 'okay' but have a toooooooon of them. Maybe even multiple LOD versions of the same objects, but lumps them all into the same installer so there's bigger installer/zips to go around :lol:


    Is why I gave up trying to re-rig DIgi-I's T.rex and Biguana, too many polygons make smooth weighting more a hassle than an ease. -__-
    Polygons for everyone! It's especially bad when there's a ton of polygons in things you'll never really see or have a heavily subdivided cornea (Which doesn't tend to be rendered too well in most cases anyway - very scene and lighting dependent). While on that topic, I hated trying to use the Megalodon product because only my best computer (The crash-prone desktop) could load this model on its own without causing the entire viewport to slow to a crawl. It had that many polygons - most of them in places where a mere fraction of them would have been much better.

    Polygons for everyone indeed. x(

    Back in my Carrara 5 days, I could never get TransPoser to work for me, so I would either save out an obj file of a posed and/or dressed figure, or I would rig it in Carrara and weight paint it. This is how I animated Digital I's T-Rex for my video. All animated and rendered in Carrara 5. Composited and edited in Final Cut Pro.
    https://www.youtube.com/watch?v=taejI7yb2R0

    When I moved from Carrara to Cinema 4D I went ahead and got a plugin called InterPoserPro. Was VERY good at handling DAZ content, except for a few rare cases when morph packs or etc were provided in a D|S only format that the plugin couldn't read. Had a SubDragon pack on Rendo that IPP couldn't even see nor force-load because of the filetype. Now it seems the store products have taken a universal change to formats that IPP can't read. Or so it seems - I'm pretty sure IPP can't read DUF files but we'll see. Haven't reinstalled my plugins just yet so I might very well be jumping to conclusions. The new Runtime structure might cause it problems though. I'll have to give it a try later, all I got on my computer at the moment is the Dragon Turtle and 'The Constrictor' though.

    When I wanted to play with more advanced rigging options, I had to re-rig from scratch. For inexperienced me, this was a lot more tedious and frustrating than doing the same for a lower polygon character. Of course, I was doing everything by hand and knew nothing of all the tools and options it offered, so there's that too :smirk:


    I like Digi-I's rex. He's kind of cute, though that mouth/throat/tongue texture is awful :lol:
    http://www.daz3d.com/gallery/#images/15884

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    Post edited by Rezca on
  • ps1borgps1borg Posts: 12,776
    edited December 1969

    Rezca said:
    Observation: Space Stones is a big product.

    My guess is they're not optimized in terms of geometry count very well, perhaps?
    Or they're 'okay' but have a toooooooon of them. Maybe even multiple LOD versions of the same objects, but lumps them all into the same installer so there's bigger installer/zips to go around :lol:


    Is why I gave up trying to re-rig DIgi-I's T.rex and Biguana, too many polygons make smooth weighting more a hassle than an ease. -__-
    Polygons for everyone! It's especially bad when there's a ton of polygons in things you'll never really see or have a heavily subdivided cornea (Which doesn't tend to be rendered too well in most cases anyway - very scene and lighting dependent). While on that topic, I hated trying to use the Megalodon product because only my best computer (The crash-prone desktop) could load this model on its own without causing the entire viewport to slow to a crawl. It had that many polygons - most of them in places where a mere fraction of them would have been much better.

    Polygons for everyone indeed. x(

    Back in my Carrara 5 days, I could never get TransPoser to work for me, so I would either save out an obj file of a posed and/or dressed figure, or I would rig it in Carrara and weight paint it. This is how I animated Digital I's T-Rex for my video. All animated and rendered in Carrara 5. Composited and edited in Final Cut Pro.
    https://www.youtube.com/watch?v=taejI7yb2R0

    :lol:

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  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    Rezca said:
    Rezca said:
    Observation: Space Stones is a big product.

    My guess is they're not optimized in terms of geometry count very well, perhaps?
    Or they're 'okay' but have a toooooooon of them. Maybe even multiple LOD versions of the same objects, but lumps them all into the same installer so there's bigger installer/zips to go around :lol:


    Is why I gave up trying to re-rig DIgi-I's T.rex and Biguana, too many polygons make smooth weighting more a hassle than an ease. -__-
    Polygons for everyone! It's especially bad when there's a ton of polygons in things you'll never really see or have a heavily subdivided cornea (Which doesn't tend to be rendered too well in most cases anyway - very scene and lighting dependent). While on that topic, I hated trying to use the Megalodon product because only my best computer (The crash-prone desktop) could load this model on its own without causing the entire viewport to slow to a crawl. It had that many polygons - most of them in places where a mere fraction of them would have been much better.

    Polygons for everyone indeed. x(

    Back in my Carrara 5 days, I could never get TransPoser to work for me, so I would either save out an obj file of a posed and/or dressed figure, or I would rig it in Carrara and weight paint it. This is how I animated Digital I's T-Rex for my video. All animated and rendered in Carrara 5. Composited and edited in Final Cut Pro.
    https://www.youtube.com/watch?v=taejI7yb2R0

    When I moved from Carrara to Cinema 4D I went ahead and got a plugin called InterPoserPro. Was VERY good at handling DAZ content, except for a few rare cases when morph packs or etc were provided in a D|S only format that the plugin couldn't read. Had a SubDragon pack on Rendo that IPP couldn't even see nor force-load because of the filetype. Now it seems the store products have taken a universal change to formats that IPP can't read. Or so it seems - I'm pretty sure IPP can't read DUF files but we'll see. Haven't reinstalled my plugins just yet so I might very well be jumping to conclusions. The new Runtime structure might cause it problems though. I'll have to give it a try later, all I got on my computer at the moment is the Dragon Turtle and 'The Constrictor' though.

    When I wanted to play with more advanced rigging options, I had to re-rig from scratch. For inexperienced me, this was a lot more tedious and frustrating than doing the same for a lower polygon character. Of course, I was doing everything by hand and knew nothing of all the tools and options it offered, so there's that too :smirk:


    I like Digi-I's rex. He's kind of cute, though that mouth/throat/tongue texture is awful :lol:
    http://www.daz3d.com/gallery/#images/15884

    It is pretty bad. I had good luck using a multiplier with a color and the texture. Haven't used it in awhile, so I'm thinking instead that a color gradient with the bump map could give some good results.

  • ps1borgps1borg Posts: 12,776
    edited December 1969

    Rezca said:
    Rezca said:
    Observation: Space Stones is a big product.

    My guess is they're not optimized in terms of geometry count very well, perhaps?
    Or they're 'okay' but have a toooooooon of them. Maybe even multiple LOD versions of the same objects, but lumps them all into the same installer so there's bigger installer/zips to go around :lol:


    Is why I gave up trying to re-rig DIgi-I's T.rex and Biguana, too many polygons make smooth weighting more a hassle than an ease. -__-
    Polygons for everyone! It's especially bad when there's a ton of polygons in things you'll never really see or have a heavily subdivided cornea (Which doesn't tend to be rendered too well in most cases anyway - very scene and lighting dependent). While on that topic, I hated trying to use the Megalodon product because only my best computer (The crash-prone desktop) could load this model on its own without causing the entire viewport to slow to a crawl. It had that many polygons - most of them in places where a mere fraction of them would have been much better.

    Polygons for everyone indeed. x(

    Back in my Carrara 5 days, I could never get TransPoser to work for me, so I would either save out an obj file of a posed and/or dressed figure, or I would rig it in Carrara and weight paint it. This is how I animated Digital I's T-Rex for my video. All animated and rendered in Carrara 5. Composited and edited in Final Cut Pro.
    https://www.youtube.com/watch?v=taejI7yb2R0

    When I moved from Carrara to Cinema 4D I went ahead and got a plugin called InterPoserPro. Was VERY good at handling DAZ content, except for a few rare cases when morph packs or etc were provided in a D|S only format that the plugin couldn't read. Had a SubDragon pack on Rendo that IPP couldn't even see nor force-load because of the filetype. Now it seems the store products have taken a universal change to formats that IPP can't read. Or so it seems - I'm pretty sure IPP can't read DUF files but we'll see. Haven't reinstalled my plugins just yet so I might very well be jumping to conclusions. The new Runtime structure might cause it problems though. I'll have to give it a try later, all I got on my computer at the moment is the Dragon Turtle and 'The Constrictor' though.

    When I wanted to play with more advanced rigging options, I had to re-rig from scratch. For inexperienced me, this was a lot more tedious and frustrating than doing the same for a lower polygon character. Of course, I was doing everything by hand and knew nothing of all the tools and options it offered, so there's that too :smirk:


    I like Digi-I's rex. He's kind of cute, though that mouth/throat/tongue texture is awful :lol:
    http://www.daz3d.com/gallery/#images/15884

    Will Cinema let you use low poly proxies to deform high poly mesh? Called FX Link by LW, Wrap by Maya, don't know much about Cinema but maybe a similar function exists ? :)

  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    ps1borg said:
    Rezca said:
    Observation: Space Stones is a big product.

    My guess is they're not optimized in terms of geometry count very well, perhaps?
    Or they're 'okay' but have a toooooooon of them. Maybe even multiple LOD versions of the same objects, but lumps them all into the same installer so there's bigger installer/zips to go around :lol:


    Is why I gave up trying to re-rig DIgi-I's T.rex and Biguana, too many polygons make smooth weighting more a hassle than an ease. -__-
    Polygons for everyone! It's especially bad when there's a ton of polygons in things you'll never really see or have a heavily subdivided cornea (Which doesn't tend to be rendered too well in most cases anyway - very scene and lighting dependent). While on that topic, I hated trying to use the Megalodon product because only my best computer (The crash-prone desktop) could load this model on its own without causing the entire viewport to slow to a crawl. It had that many polygons - most of them in places where a mere fraction of them would have been much better.

    Polygons for everyone indeed. x(

    Back in my Carrara 5 days, I could never get TransPoser to work for me, so I would either save out an obj file of a posed and/or dressed figure, or I would rig it in Carrara and weight paint it. This is how I animated Digital I's T-Rex for my video. All animated and rendered in Carrara 5. Composited and edited in Final Cut Pro.
    https://www.youtube.com/watch?v=taejI7yb2R0

    :lol:

    Thanks! It was fun to do, and a real learning experience!

  • RezcaRezca Posts: 3,393
    edited April 2015

    ps1borg said:
    Rezca said:
    Rezca said:
    Observation: Space Stones is a big product.

    My guess is they're not optimized in terms of geometry count very well, perhaps?
    Or they're 'okay' but have a toooooooon of them. Maybe even multiple LOD versions of the same objects, but lumps them all into the same installer so there's bigger installer/zips to go around :lol:


    Is why I gave up trying to re-rig DIgi-I's T.rex and Biguana, too many polygons make smooth weighting more a hassle than an ease. -__-
    Polygons for everyone! It's especially bad when there's a ton of polygons in things you'll never really see or have a heavily subdivided cornea (Which doesn't tend to be rendered too well in most cases anyway - very scene and lighting dependent). While on that topic, I hated trying to use the Megalodon product because only my best computer (The crash-prone desktop) could load this model on its own without causing the entire viewport to slow to a crawl. It had that many polygons - most of them in places where a mere fraction of them would have been much better.

    Polygons for everyone indeed. x(

    Back in my Carrara 5 days, I could never get TransPoser to work for me, so I would either save out an obj file of a posed and/or dressed figure, or I would rig it in Carrara and weight paint it. This is how I animated Digital I's T-Rex for my video. All animated and rendered in Carrara 5. Composited and edited in Final Cut Pro.
    https://www.youtube.com/watch?v=taejI7yb2R0

    When I moved from Carrara to Cinema 4D I went ahead and got a plugin called InterPoserPro. Was VERY good at handling DAZ content, except for a few rare cases when morph packs or etc were provided in a D|S only format that the plugin couldn't read. Had a SubDragon pack on Rendo that IPP couldn't even see nor force-load because of the filetype. Now it seems the store products have taken a universal change to formats that IPP can't read. Or so it seems - I'm pretty sure IPP can't read DUF files but we'll see. Haven't reinstalled my plugins just yet so I might very well be jumping to conclusions. The new Runtime structure might cause it problems though. I'll have to give it a try later, all I got on my computer at the moment is the Dragon Turtle and 'The Constrictor' though.

    When I wanted to play with more advanced rigging options, I had to re-rig from scratch. For inexperienced me, this was a lot more tedious and frustrating than doing the same for a lower polygon character. Of course, I was doing everything by hand and knew nothing of all the tools and options it offered, so there's that too :smirk:


    I like Digi-I's rex. He's kind of cute, though that mouth/throat/tongue texture is awful :lol:
    http://www.daz3d.com/gallery/#images/15884

    Will Cinema let you use low poly proxies to deform high poly mesh? Called FX Link by LW, Wrap by Maya, don't know much about Cinema but maybe a similar function exists ? :)

    There is, but there was something about it that kept me from using it... Can't remember what exactly since it's been so long.


    I'm wondering if I should save up for Vue xStream or not. If it can integrate with Cinema 4D R13 still then great. If not, I'll probably just settle for Infinite or even Complete. Part of me is wondering if I should even bother at all, given how little I've 3D anymore.

    Post edited by Rezca on
  • starionwolfstarionwolf Posts: 3,670
    edited December 1969

    Carrara 8 is on sale in the Daz Store. I don't know how much longer the sale will last.

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  • atticanneatticanne Posts: 3,009
    edited December 1969

    I see it's going to be Duke vs Wisconsin. I wonder who is going to be for Wisconsin? %-P

This discussion has been closed.