G9 - no lips, sclera, iris etc. surfaces anymore ?

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Comments

  • AllenArtAllenArt Posts: 7,169
    edited October 2022

    Correct me if I'm wrong, but if you think of LIE as a photo editor, shouldn't a lip mask work in a LIE stack and all one has to do is change the color of the layer that drives the lip color? I have not examined the LIE editor (yet), so I don't know ;)

    Post edited by AllenArt on
  • Seven193Seven193 Posts: 1,103

    cgidesign said:

    You need to paint the roughness texture map of the face. Or go into geometry editor and make a new surface for just the lips yourself.

    Modifying the texture just to add glossiness to the lips is an annoyance. I would rather tweak material properties, something that affects all pixels, like before.

  • Worlds_EdgeWorlds_Edge Posts: 2,152

    Maybe one of our talented PAs will come up with a product that has several shine options, and of course the usual color options. 

  • Is there a detailed how-to anywhere on how to deal with areas like the lip surfaces?  Like a step-by-step instruction?

  • Gr00vusGr00vus Posts: 372

    Does anyone know where/how the G9 eyes cornea surface is controlled? I can't find it in the surfaces tab.

  • Gr00vus said:

    Does anyone know where/how the G9 eyes cornea surface is controlled? I can't find it in the surfaces tab.

    It doesn't have a separate surface, as with the Genesis 9 lips it is part of the overall surface and can be controlled via a mask in a layered image or the like. Less convenient for tweaking, but allows for a more natural transition. We may hope someone will, as a product or freebie, make a pack of masks.

  • thd777thd777 Posts: 943
    edited October 2022

    Worlds_Edge said:

    Maybe one of our talented PAs will come up with a product that has several shine options, and of course the usual color options. 

    If you have the V9 makeup set, you can use the Lip gloss option (there are 5) on any character. they simply apply a mask to the topcoat of the head surface and don't affect any other part. You can also save that mask and then apply it yourself to anyting to for example change lip color. Here is a quick example of CB Arceli with her default lips and with the V9 high gloss option.

    Ciao

    TD

    Edit to point out that the rest of the makeup options in the package are not generic and generally won't give usable results with other characters than V9.

    Another edit to show that you can change lip color by copying the mask from topcoat to Makeup Weight and then add a base color (I used an ugly purple for demo), I reduced the makeup weight to 0.1 to make it less glaring. But you can get pretty much anything by playing with the parameters. And if you edit the mask you can do things like smeared makeup easily. I very much like this system. It is just too bad that DAZ does not explain their approach clearly.

    default gloss.png
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    strong gloss.png
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    purple.png
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    Post edited by thd777 on
  • Gr00vusGr00vus Posts: 372

    Richard Haseltine said:

    Gr00vus said:

    Does anyone know where/how the G9 eyes cornea surface is controlled? I can't find it in the surfaces tab.

    It doesn't have a separate surface, as with the Genesis 9 lips it is part of the overall surface and can be controlled via a mask in a layered image or the like. Less convenient for tweaking, but allows for a more natural transition. We may hope someone will, as a product or freebie, make a pack of masks.

    I'm not finding it in the layered image editor. I see images for the base, sclera, and iris. Nothing to do with cornea yet. I can't imagine the settings for the base/sclera/iris are being applied, as there's no opacity or index of refraction control at all that I can find and the cornea part of the eye geometry is rendering as basically transparent. How is that happening if it's not a different surface?

  • SorelSorel Posts: 1,406
    Gr00vus said:

    Does anyone know where/how the G9 eyes cornea surface is controlled? I can't find it in the surfaces tab.

    I only played with G9 a little bit but I believe each eye has its own eye moisture surface
  • nicsttnicstt Posts: 11,715

    MelissaGT said:

    Bejaymac said:

    For a few years now DAZ have been pushing us into using layered textures, if you don't believe me then go check Victoria 8's textures (if you have her), the makeup and eyebrows are RGBA PNG, they get slotted into the Diffuse Overlay section of the Iray Uber shader.

    The problem we have with G9 is that the PBRSkin shader doesn't have options for layering textures, DS4.21 got a "big" update to the Layered Image Editor to remedy that, so from now on it's time to learn how to use LIE.

    I still feel that geoshell makeup is the best option.  

    It's good, but more geometry.

  • Gr00vusGr00vus Posts: 372
    edited October 2022

    Sorel said:

    Gr00vus said:

    Does anyone know where/how the G9 eyes cornea surface is controlled? I can't find it in the surfaces tab.

    I only played with G9 a little bit but I believe each eye has its own eye moisture surface

    That seems to be it. Unfortunately it looks like that surface is for the entire outside of the eye, not just the cornea (it covers the sclera as well). So you can't mess with the IOR for the cornea without affecting the rest of the eye. I guess we could create our own surface there.

    I also got the head morphs package, and was bummed to see there are no cornea shaping morphs (particularly the bulge/depth like the previous models had). Also no iris or pupil depth morphs. I guess those will come along in some other package.

    Post edited by Gr00vus on
  • leemoon_c43b45a114leemoon_c43b45a114 Posts: 870
    edited October 2022

    Gr00vus said:

    Sorel said:

    Gr00vus said:

    Does anyone know where/how the G9 eyes cornea surface is controlled? I can't find it in the surfaces tab.

    I only played with G9 a little bit but I believe each eye has its own eye moisture surface

    That seems to be it. Unfortunately it looks like that surface is for the entire outside of the eye, not just the cornea (it covers the sclera as well). So you can't mess with the IOR for the cornea without affecting the rest of the eye. I guess we could create our own surface there.

    I also got the head morphs package, and was bummed to see there are no cornea shaping morphs (particularly the bulge/depth like the previous models had). Also no iris or pupil depth morphs. I guess those will come along in some other package.

    I hobbled together a quick(ish) workaround for the cornea.  Not perfect, but it works for my needs.

    I created a sphere primitive, scaled and positioned it to line up with the cornea, then parented it to the eye.  Created an instance and moved the instance of it to the other eye, and parented it.  Applied a cornea texture that I've been using on previous Genesis generations to the original sphere (the instance picks up the material changes.)

    I can adjust the z-scaling (for more or less cornea bulge) and the surface opacity to strengthen/lessen reflectivity.

    Works well as a stop gap until a better solution comes out. :)

    Lee

    Test render without the cornea sphere on the left, with it on the right.

    G9-EyeReflectionFix.jpg
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    Post edited by leemoon_c43b45a114 on
  • Gr00vusGr00vus Posts: 372

    leemoon_c43b45a114 said:

    Gr00vus said:

    Sorel said:

    Gr00vus said:

    Does anyone know where/how the G9 eyes cornea surface is controlled? I can't find it in the surfaces tab.

    I only played with G9 a little bit but I believe each eye has its own eye moisture surface

    That seems to be it. Unfortunately it looks like that surface is for the entire outside of the eye, not just the cornea (it covers the sclera as well). So you can't mess with the IOR for the cornea without affecting the rest of the eye. I guess we could create our own surface there.

    I also got the head morphs package, and was bummed to see there are no cornea shaping morphs (particularly the bulge/depth like the previous models had). Also no iris or pupil depth morphs. I guess those will come along in some other package.

    I hobbled together a quick(ish) workaround for the cornea.  Not perfect, but it works for my needs.

    I created a sphere primitive, scaled and positioned it to line up with the cornea, then parented it to the eye.  Created an instance and moved the instance of it to the other eye, and parented it.  Applied a cornea texture that I've been using on previous Genesis generations to the original sphere (the instance picks up the material changes.)

    I can adjust the z-scaling (for more or less cornea bulge) and the surface opacity to strengthen/lessen reflectivity.

    Works well as a stop gap until a better solution comes out. :)

    Lee

    Test render without the cornea sphere on the left, with it on the right.

    That looks really good. Did you set the original eyes' eye moisture surface to be completely opaque with no specular, reflection, etc.? I would think without doing that you'd get double cornea which I don't see here. 

  • RAMWolffRAMWolff Posts: 10,224

    chevybabe25 said:

    Layered Image Editor has been greatly improved in the newest version of Studio.  Go into edit: preferences: interface: Layered Texture Compression and slide it all the way to the left.

    These will load a whole lot faster with that setting.  However, with this comes some caveat. The less time it takes to load, the more heft there is in image weight. 

    Sorry for my stupidity but where can I find the L.I.E. image editor?  I've looked everywhere but it's not found.  I followed your instructions on compression, all the way to the left, my prefs already seem to have that setting unless you meant all the way to the right!  LOL 

    Anyways, looking for a way to access Layered Image Editor.  Is it something I can dock and have readily available or is it something that only pops up when it's needed?  Seems odd that it's hidden this well!  

    Thanks so much

     

  • Virtual_WorldVirtual_World Posts: 1,091
    edited October 2022

    RAMWolff said:

    chevybabe25 said:

    Layered Image Editor has been greatly improved in the newest version of Studio.  Go into edit: preferences: interface: Layered Texture Compression and slide it all the way to the left.

    These will load a whole lot faster with that setting.  However, with this comes some caveat. The less time it takes to load, the more heft there is in image weight. 

    Sorry for my stupidity but where can I find the L.I.E. image editor?  I've looked everywhere but it's not found.  I followed your instructions on compression, all the way to the left, my prefs already seem to have that setting unless you meant all the way to the right!  LOL 

    Anyways, looking for a way to access Layered Image Editor.  Is it something I can dock and have readily available or is it something that only pops up when it's needed?  Seems odd that it's hidden this well!  

    Thanks so much

    Surfaces Panel.  See attached

    2022-10-30_11-50-13.jpg
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    Post edited by Virtual_World on
  • RAMWolffRAMWolff Posts: 10,224

    Thanks so much!  Well on my system the LIE is still slow as mud so not sure that the compression off or slider to the left works, at least on my system.  I zoomed all the way up to 100% to look at the quality of the maps and it was like watching paint dry to try to move the map around for the head!  

  • CHWTCHWT Posts: 1,183

    Gr00vus said:

    Sorel said:

    Gr00vus said:

    Does anyone know where/how the G9 eyes cornea surface is controlled? I can't find it in the surfaces tab.

    I only played with G9 a little bit but I believe each eye has its own eye moisture surface

    That seems to be it. Unfortunately it looks like that surface is for the entire outside of the eye, not just the cornea (it covers the sclera as well). So you can't mess with the IOR for the cornea without affecting the rest of the eye. I guess we could create our own surface there.

    I also got the head morphs package, and was bummed to see there are no cornea shaping morphs (particularly the bulge/depth like the previous models had). Also no iris or pupil depth morphs. I guess those will come along in some other package.

    I hobbled together a quick(ish) workaround for the cornea.  Not perfect, but it works for my needs.

    I created a sphere primitive, scaled and positioned it to line up with the cornea, then parented it to the eye.  Created an instance and moved the instance of it to the other eye, and parented it.  Applied a cornea texture that I've been using on previous Genesis generations to the original sphere (the instance picks up the material changes.)

    I can adjust the z-scaling (for more or less cornea bulge) and the surface opacity to strengthen/lessen reflectivity.

    Works well as a stop gap until a better solution comes out. :)

    Lee

    Test render without the cornea sphere on the left, with it on the right.

    Thank you! *bow down*
  • Virtual_World said:

    RAMWolff said:

    chevybabe25 said:

    Layered Image Editor has been greatly improved in the newest version of Studio.  Go into edit: preferences: interface: Layered Texture Compression and slide it all the way to the left.

    These will load a whole lot faster with that setting.  However, with this comes some caveat. The less time it takes to load, the more heft there is in image weight. 

    Sorry for my stupidity but where can I find the L.I.E. image editor?  I've looked everywhere but it's not found.  I followed your instructions on compression, all the way to the left, my prefs already seem to have that setting unless you meant all the way to the right!  LOL 

    Anyways, looking for a way to access Layered Image Editor.  Is it something I can dock and have readily available or is it something that only pops up when it's needed?  Seems odd that it's hidden this well!  

    Thanks so much

    Surfaces Panel.  See attached

    Slider all the way left is the previous default behaviour, which was not the fastest, then the next step is most slow/compressed and as you go right compression drops and speed inceases - so the best performance is all the way to the right.

  • barbultbarbult Posts: 24,741

    Richard Haseltine said:

    Slider all the way left is the previous default behaviour, which was not the fastest, then the next step is most slow/compressed and as you go right compression drops and speed inceases - so the best performance is all the way to the right.

    Thank you! Due to the previous misinformation, we've all been using the worst performance settings. I've moved my slider all the way to the right now.

  • chevybabe25chevybabe25 Posts: 1,271

    I apologize if I gave the wrong direction to work with. I have several versions of studio installed.  One of those had speed on the left.  The slider should always slide towards speed and not compression if you want LIE to load faster (not necessarily left or right depending on version..

  • barbultbarbult Posts: 24,741

    Multiple versions could certainly be confusing! Count on Richard to set us all straight. It is faster now after moving the slider to the right (4.21.0.5)

  • The slider affects the saving of the composite maps generated by Layered Images, to the temp folder, rather than directly affecting the editor for them.

  • barbultbarbult Posts: 24,741

    Richard Haseltine said:

    The slider affects the saving of the composite maps generated by Layered Images, to the temp folder, rather than directly affecting the editor for them.

    It seemed much faster to apply a layered image preset, after adjusting the slider in preferences.

  • barbult said:

    Richard Haseltine said:

    The slider affects the saving of the composite maps generated by Layered Images, to the temp folder, rather than directly affecting the editor for them.

    It seemed much faster to apply a layered image preset, after adjusting the slider in preferences.

    Yes, because when a preset is applied DS builds the layered image and then saves it to the temp folder - so choosing the larger but faster setting makes that part of the process faster and apparently that has been the major bottleneck.

  • Because I'm an idiot, I originally kept trying to apply my adjusted cornea material (for G8) to the G9 Eye Tear, instead of G9's Eye Moisture.

    Once I applied my cornea material to G9's Eye Moisture, I had the lighting reflections like I did on G8 and earlier.  Very happy to have figured out what I'd been doing wrong.

    So I've ditched the "contact lens"/cornea sphere workaround shown earlier.

    I've created a material preset for G9's Eye Moisture and apply that to Genesis 9 Eyes after applying whatever G9 Eye textures I want.

    Lee

     

  • Gr00vusGr00vus Posts: 372

    leemoon_c43b45a114 said:

    Because I'm an idiot, I originally kept trying to apply my adjusted cornea material (for G8) to the G9 Eye Tear, instead of G9's Eye Moisture.

    Once I applied my cornea material to G9's Eye Moisture, I had the lighting reflections like I did on G8 and earlier.  Very happy to have figured out what I'd been doing wrong.

    So I've ditched the "contact lens"/cornea sphere workaround shown earlier.

    I've created a material preset for G9's Eye Moisture and apply that to Genesis 9 Eyes after applying whatever G9 Eye textures I want.

    Lee

     

    Care to share your shader setup for the cornea? I'm always looking to learn new tricks. smiley 

  • barbultbarbult Posts: 24,741

    chevybabe25 said:

    I apologize if I gave the wrong direction to work with. I have several versions of studio installed.  One of those had speed on the left.  The slider should always slide towards speed and not compression if you want LIE to load faster (not necessarily left or right depending on version..

    I think I understand the source of the confusion now. The preferences slider for LIE Textures is new. It was not in older versions like 4.16. Both 4.16 and 4.21 have a slider for Texture Resources.The setting for best performance is on the right for LIE Textures and on the left for Texture Resources.

    4.16 prefs.jpg
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