Questions about V4 to G2F and related issues

The DudeThe Dude Posts: 6
edited December 1969 in Daz Studio Discussion

Hey everyone, before I'm spending any money, I'm looking for some help with products supporting my V4 to G2F conversion. What I'm having trouble with is the following:

1) The V4 for G2F product allows me to use me to apply my V4 character morphs to G2F, right? As in, if I have specific people that I bought and I want to use their morphs on G2, this will allow me to transfer them. What I'm in the dark on is the following: it says that only .duf files from V4 characters are supported when applying them to G2, and I've never really been sure of how this works (I'm a bit of a noob at this).

In my characters' folders, there's a mats map containing skin textures with .duf files in them, and another folder apparently containing SSS-supporting mats that do not have .duf files at all. It's always been my understanding that using these mats enabled me to make use of subsurface scattering in my renders, whereas the other "default" folder with the .duf files in them do not. I might be wrong about this, but my actual confusion sets in at the following point: using the 4.8 Beta version with Iray, I can (it seems to me) apply subsurface scattering to anything after applying the Iray base shader. So do I or do I not have to convert the files in the SSS mats map to a .duf format if I'm going to be rendering in Iray?

2) If I do, it's clear that I need DraagonStorm's skins conversion script, but I'm not sure whether the batch converter demands the presence of the auto converter in order to work. It seems that the latter product is just a slower, more inefficient way of doing what the former does. Is this correct?

3) After getting my morph conversion/skin conversion all figured out, is the AutoFit feature in itself sufficient to carry over my V4 outfits effortlessly, or are there any supporting products you recommend? I imagine complications might arise in the mesh that can have major effects on render/posing quality.

I think this pretty much covers everything. I'd be grateful for any help.

Thanks.

Comments

  • SimonJMSimonJM Posts: 5,997
    edited December 1969

    1) No, that V4 for G2F product 'only' supplies the UV maps and auto-fit configuration that permit G2F to use V4 stuff. To transfer morphs you could use the GenX2 product and the Genesis 2 add-on for it. There is, as I understand it, a manual process that will do this too.
    Are the SSS mats for Poser or for DS? It sounds like they are for Poser and I am not at all sure how they'd work when used in DS.

    2) The required products for the Batch Convertors are just the allied V4 or M4 for G2 products.

    3) Auto-fit is pretty good, but there are certain items (such as heeled shoes/boots and long dresses) that it can have issues with.

  • The DudeThe Dude Posts: 6
    edited April 2015

    Thanks for the answer, Simon. Regarding point 1, the SSS mats are Poser files only, but I found that when I applied them in DS and tweaked them a little, I was getting better results than with the .duf files. Then again, this was when I rendered with 3Delight, so now that I'm using Iray I can probably achieve the effects I want just from applying the Iray base shader to the .duf mats.

    Regarding morph conversion, I've found the thread with the manual method. From glossing it over it looks more complicated than it probably is, so I'm a bit hesitant to spend money on scripts until I feel like I need to streamline my workflow some more.

    Post edited by The Dude on
  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    timarthur said:
    Regarding point 1, the SSS mats are Poser files only, but I found that when I applied them in DS and tweaked them a little, I was getting better results than with the .duf files.

    Note that the settings for complex materials in Poser MATs loaded into D|S will be mostly ignored, and much of what isn't ignored might not be set properly. How exactly are you doing the tweaking? Just adjusting the existing parameter settings, or applying an SSS shader base and loading all the portions of the texture setup that was ignored in the MAT load? Pretty much the only setting that is mostly dependable will be the Diffuse Color. Everything else: Specular, Bump, Displacement, SSS, Normals (if used) — everything — will need to be individually checked in each and every surface on your figure, because they will not be anything like correct. Tweaking them "only a little" probably means you're just setting up a pretty conventional default shader skin with no SSS at all.
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