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Smoke sim? http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.65/Smoke_Simulation
I don't really see your goal. May be some scientific simulation tools with python coding would be more appropriate
The answer's in the docs actually, the part that is already up ;)
Because it's not supported - the API for that class changed for 4.7, and the scripting docs couldn´t keep up with the changes. I have yet to check if the changes are documented now...
http://www.daz3d.com/forums/discussion/49075/
Seems nice. What about more complex scene and lights?
Still looks too transluscent, too much SSS.
It's on the to do list....
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Still looks too transluscent, too much SSS.
Take that up with Kettu, not me, I didn't adjust anything she did.
CHEERS!
Thanks, but Rob says there that the API will change... have you made sure the sample he posted reflects the current state of affairs?
Now is a good time to learn how to use the included CopyMaps scripts: select the skin surfaces (Default Templates 1, 2 and 3 in the Surfaces tab selection list) and run the script that copies SSS maps to diffuse. Then dial in some diffuse strength. If you use the mix mode instead of adding, the only strength you need to adjust is the diffuse one; it will automatically balance the SSS contribution. Adding means you will need to decrease SSS strength manually (more artistic control).
Yup, exactly. The 3-tuple eta supported for trace() now is an array of IoRs for R, G and B. It may even be enough for us, let's wait and see what I manage to get.
And the habit of using a scene item for backdrop will also mean that when you add volumetrics, they will always have geometry to actually render against.
How are your render times now that you've got the scripts working? And there is a mini-tutorial in the docs that explains how to make a frontend script with settings you prefer. Although I guess now that 4.8 saves even the scripted rendering settings per scene (which I love!!), you can just make a new default scene.
The trickiest part to get right is the eyes - you may have noticed these settings change the most between characters, and I made control maps to counter the fact that G/G2 eye geometry isn't optimal for RT SSS, the iris not being continuous geometry with the sclera.
The eyes also show using the Overlay channel to add just the veins on top the SSS.
I've started building my own universal eye replacer models that should (I hope) work better and easier with my shaders. This will take some time, of course, before they are release-ready.
Didn't try either!; I barely use scripted renders
Now is a good time to learn how to use the included CopyMaps scripts: select the skin surfaces (Default Templates 1, 2 and 3 in the Surfaces tab selection list) and run the script that copies SSS maps to diffuse. Then dial in some diffuse strength. If you use the mix mode instead of adding, the only strength you need to adjust is the diffuse one; it will automatically balance the SSS contribution. Adding means you will need to decrease SSS strength manually (more artistic control).
Ok will do, mind you I don't think anything needs adjusting.
Here's Anna in the meantime...
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And the habit of using a scene item for backdrop will also mean that when you add volumetrics, they will always have geometry to actually render against.
How are your render times now that you've got the scripts working? And there is a mini-tutorial in the docs that explains how to make a frontend script with settings you prefer. Although I guess now that 4.8 saves even the scripted rendering settings per scene (which I love!!), you can just make a new default scene.
The trickiest part to get right is the eyes - you may have noticed these settings change the most between characters, and I made control maps to counter the fact that G/G2 eye geometry isn't optimal for RT SSS, the iris not being continuous geometry with the sclera.
The eyes also show using the Overlay channel to add just the veins on top the SSS.
I've started building my own universal eye replacer models that should (I hope) work better and easier with my shaders. This will take some time, of course, before they are release-ready.
The render times aren't too bad at all, well, when you're not rendering hair that is. Anna took more than 20 mins. Regarding eyes, when you use that Iris morph, what is the optimum setting, I've just been dialling it to 100%. I'm sure any work you do will be beneficial.
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Still the same problem - too translucent. Very wax looking.
Plus there's some backlight issues on the nostrils and lips.
If you want to tweak SSS, it's best to not use maps at all. Here's a render with and without diffuse maps.
SSS can generally be seen everywhere on the skin, but backscatter is limited to just certain parts.
Yet again, I didn't do anything with those settings, they are as Kettu set them up. You're telling the wrong person!
I didn't scroll down the shader when I switched maps from Bjorn to Darius. There were other maps to change and then the UV thing made sense as well. I then tried Neo too. I am happy with the results so far. Bear in mind that this is an Alpha of RT Kit, so if there is anything that you guys think needs adjusting, suggest it to Kettu and she can maybe adjust it for the full release. She knows better than I do what the settings do. I'll study them in more depth when the full version comes out.
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If you noticed a few pages back, I did tell that to Kettu about her Jayden render and she answered it was a stylistic decision.
Those are your renders, so ultimately, it's you the one that sets them up. Not Kettu.
I load the textures and pose the figure, I didn't adjust any of the shader settings, those were done by Kettu, I didn't change them. They are as they were set up by her, so, if you think those settings need changing, talk to her about them. If she takes on board what you say and adjusts them prior to the release then so be it. I am just testing what she has done and that is all.
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The point of bug testing, be it through alpha, beta or release candidate versions is to detect problems. That means not just using it out of the box, but trying out all the features to see whether they work as intended.
Then there's documentation, like what the features are, what they do, how they're structured etc. Are there specific cases where they should be enabled/disabled? Some example usage scenarios would be nice.
Testing inputs are invaluable to developers. Plainly loading, applying and using it straight out only let them know it works (for you), which they know already.
I will get to that part when I am good and ready. Right now, I am seeing what different textures look like with that shader applied. Once I know which textures will work well with the shader, I will then look at the documentation and see what can be adjusted, but, I will also rely on her input for that as she knows the settings. Also, Kettu hasn't done MAT files for all the main textures yet. If there are ones that work well, then she can, if she has them, write MAT files for them. So, what I've been doing so far isn't entirely unnecessary.
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ROYGBIV :lol:
My English teacher taught me a great way of remembering that: "Rotten old Yogi gave Boo-boo indigestion violently!"
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Every good boy does fine :)
This is a test to show what the M4 Rob texture looks like with RT Kit. There's clearly something not quite right there, Kettu, any ideas what it might be? This is the first I've tried with M4 maps.
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Talking about the 'crusty'/'flaky' appearance of his lips/side of face or the overall, dry, dusty appearance?
The 'flaky' stuff is a combo of the angle and intensity of the rim light.
As is, the rest of skin just seems lacking in specular response...which could be the control maps aren't right. They probably are getting 'corrected' as if they were color images, not greyscale or they are too light or dark (more likely) to begin with.
As is, put a white skull face overlay on the face....and say you are doing a Baron Samedi render...
Doesn't look like an SSS issue to me, but rather a problem with the backlight... It looks as if it's not casting a shadow (look at the top of her head that is somehow visibly shining through the hair!).
Rogerbee, would you please check that scene? Each and every directional light should be casting shadows. Specular-only lights should only be used paired with diffuse-only lights.
What maps are you using to drive specular strength and/or roughness? As Mjc says, this is clearly the root.
It looks to me that roughness might be too low to get cleanly resolved with this level of bump and pixel samples.
I include roughness maps for G2M and G2F UVs, they also work acceptable for V6 and M6. If you can, try converting them for M4 UV and see if it helps. I'm sorry I don't have this texture set, so I don't know what the specular maps are like.
Low roughness is polished material. If your map has values close to black, and you feed it to roughness, it's guaranteed to firefly like this. You could overlay an additive grey layer in LIE, that should help.
And of course, when you change specular maps, be it strength or roughness, the multipliers will need adjustment because these maps are never done to some standard in DS world, they are all different.
Out of the primary G2 characters, I have M6, V6, and Teen Jayden. These are all done, along with Dawn and Dusk, it's just that the "rival" MATs and Jayden+Lance aren't packaged in the alpha.
As I told Wowie, these presets reflect my own preference first, and then, they serve an educational purpose: they provide a "naked" SSS base for the user to learn the CopyMaps approach, via using the script to copy SSS maps to diffuse and then tweaking diffuse parameters to taste. Surfaces tab - Default Templates 1, 2 and 3 - Copy SSS Maps to Diffuse. This is the method. Getting used to selecting surfaces via those templates I believe to be an essential skill for any serious G2 user.
Then, when the user progresses to updating other character sets that predate the kit, s/he will already have a foundation in using the scripts, and will be able to copy the bump into specular strength, for instance (because it often makes the most sense).
Roughness is best driven by smooth, gradient maps outlining the general difference in reflectivity across the human body. Like my rather crude example ones provided, which are licenced as merchant resource, so you can convert them to any UV mapping, alter in any image editor, etc.
You may find you don't even need a strength map when you have a good bump/displacement and a roughness map.
Basically, I am a wannabe TD, as I always say. I write techie stuff, and then I can teach others to be their own lookdevs - adjusting the shaders AND maps to get the best look (which will always be different from project to project). I don't really make click-and-render presets, it's too boring for my principles. =)
I would be much obliged if you started reading the documentation right away. Granted, the shaders per se are not yet detailed there (however, with each update of the ODT file in the google folder, there are more and more things up there - I just uploaded a new iteration BTW), and there are WIP chapters like the one on using volumetric shaders on primitives, but the section on render scripts is pretty much finished.
It would really help me if you actually used the documentation and then maybe suggested ideas about explaining something that I may have overlooked.
Didn't try either!; I barely use scripted renders
I'm thinking there may be a way to have the smoke in a RIB. Maybe. I'll try that 3Delight exporter for Blender ( http://mattebb.com/3delightblender/ ) and see, but not too soon.
And I just checked the DS4 scripting page in the wiki here. I couldn't see any info about camera classes or background-related classes, and, well, the object list keeps growing, but very gradually. That's okay with me; I can wait.
Doesn't look like an SSS issue to me, but rather a problem with the backlight... It looks as if it's not casting a shadow (look at the top of her head that is somehow visibly shining through the hair!).
Rogerbee, would you please check that scene? Each and every directional light should be casting shadows. Specular-only lights should only be used paired with diffuse-only lights.
Yeah, I can do that. The backlight used is Mid-Top from your Fantasy Lights set and it is set to cast shadows. The intensity is at 100%, I can reduce that and see what happens.
CHEERS!