Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
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 ;)
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.
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?
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.
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.
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?
It's good, but more geometry.
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.
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
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!
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.
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..
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.
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
Care to share your shader setup for the cornea? I'm always looking to learn new tricks.
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.