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Not to mention that once you do it ONCE you can make a material for the geograft and next time all ya do it apply that material. Done.
Unfortunately not. The daz uber shader is very flexible and allows for non-pbr materials. If you want to do realistic materials with the uber shader you have to follow the pbr rules explained in the uber docs, that unfortunately most PAs don't especially for skins and this results in a mess with daz materials in general.
note. The automatic conversion of 3delight materials doesn't follow the pbr rules either, so legacy figures and props will not get realistic materials.
Is there any way that G9 clothing will conform to nipples without any 3rd party products? I'm astounded that Daz decided that nipples are HD subdivision features rather than geometry, which means that clothes won't conform to nipples AFAICT?
At the NSFW Rendo a Freebie called "STX Nipples and Navel for Genesis 9" (full name given so searching might be easier) is available, offering geografts for G9 for those who want to try out handling geograft nipples without having to pay for a product.
I have a friend that has used this option as well as the paid options at other sites and none of them are 100% when it comes to matching materials unfortunately, even with the included scripts
I haven't had any issues with this from the Daz store
https://www.daz3d.com/geo-grafting-navel-and-nipples-for-genesis-9
Load graft, match the shader type then copy/paste the Body surface and done
Diff between regular and grafted on V9:
Isn't it nice that the product is free, so everbody can just check the useability of it themselves, without having to trust the word of a totally stranger
It is not irrelevant, it is a main difference in technology that affects exporting and rendering as well as system requirements. With G3-G8 HD is optional, with G9 it's not. Then the G9 base mesh may fit your personal needs but it's not designed to craft the human features, so you need HD for that.
Then both HD and geografts have limits over the base mesh, but his is common with G3-G8.
Yes, if a PA decides for some reason to sculpt those details in HD on a different area of the body, they will conflict with different textures. Anyone who does this would be making a choice to limit the flexibility of their product; while I expect that someone is going to do this at some point, most PAs try to make their work compatible with customization.
However, if all they're doing is moving the vertices associated with the area on the template, the nipples on a different character's texture will still line up with them because the UV does know where those vertices are.
And this has been the way every G9 character released so far works, as well as how these grafts work. They all follow the template. You are talking about a hypothetical issue no one has encountered yet.
It's not just nipples and navel but any anatomy detail you may need, as ribs or detailed muscles for example, the G9 base mesh simply doesn't have the topology for that so you need HD. Then I agree that if your figure is fully dressed the body details may not be needed of course.
The main reason why HD exists is to free the artist from following the topology (aka template) and allow to sculpt any shape. Then I agree that for "normal" humans this is often not necessary, you see it better for creatures with extra features.
The "template" I'm talking about is the landmark overlay found in the Genesis 9 Starter Essentials under Materials. It shows exactly where to place the nipple textures on the UV so that they line up with the default sculpted nipples. That is the texture on the figure in the examples I posted earlier. The grafts that are the actual topic of this thread load exactly where the landmarks suggest PAs put those textures.
In your initial post in this thread, you seemed to be under the impression that these geografts will only work on a default G9 character because any different custom body shape will move the position of the nipples. That is only the case if a PA has chosen not to follow the guide landmarks Daz has provided, and so far everyone has used them.
it is a PBR shader, if you select PBR in the shader
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/surfaces/shaders/iray_uber_shader/start
Those "templates" are the uv map that's based on topology. Again the HD sculpt is not forced in any way to follow the topology. If you find that the uv map works for a certain HD shape it is just because the PA was very careful to conform to that. Same for geografts.
The daz iray uber shader is a pbr shader that can do non-pbr materials. Again, it is not enough to use "pbr metallicity roughness", you also have to follow the pbr rules explained in the docs. For example the "glossy color" does not make sense, for dielectrics it is always white. Not to talk about "pbr specular glossiness" that lets you do any sort of "artistic" effects.
The HD morph has two components, a base mesh morph and a HD sculpting over that. The base mesh morph will follow the uv map, the HD sculpting will not, in that you can sculpt any feature anywhere, that's what HD sculpting is for.
So far PAs follow the templates and texturing for anatomical details are in standard locations. Last Mousso character comes with geografts for nipples and navel, those geografts come with their own HD morphs and materials and yet still match feminine UV template.
I think PAs know that following those guidelines is making their characters more desirable for kitbashing. No need to be too pessimistic about it.
I understand that reliance on projected HD morphs is detrimental for rendering in Blender, though. Because one can't export HD morphs out of Daz to Blender. Although for Blender there's always possibility to alter the geometry to add details if any are needed.
I'm not pessimistic at all, just explaining how things work. Personally I don't like G9 because HD is hard to export and heavy on resources, plus only PAs can do HD morphs. That's all.
I don't see that it's essentially different. If I, as a non-PA, make a base level morph I'm free to flatten out the existing nipples and make new ones elsewhere provided I'm prepared to make the appropriate changes to the UVs/textures. I'd just have to live with the compatibility issues. Now, since with Genesis 9 there is no base level nipple detail I suppose it would be possible to accidentally put the nipples in the wrong place but that would be immediately obvious once the textures are loaded. So if a PA moves some detail at any level it will be because they had a good reason to do so (probably because they’re making something so non-standard that compatibility isn’t an issue). But in most cases they will just follow the template and put them in the default position. I just can’t see any reason to try repositioning common details like nipples or crease lines in the HD morph when it’s just as easy and more logical and compatible to do it in the base morph.
What tends to get lost in the discussion is that the easiest way to make sure that the nipples and navel don't get displaced too much by any changes made by the HD morph is to do the shaping at the subdivision level you will be making the HD and then go back to base resolution before sending the base morph back to DAZ Studio, since you need that before you try to import the higher subdivision.
If I had known that this product was going to be such a pain to use, I would not have bought it. I wish I had tried to use it during the first 30 days... But I didn't have time.
I am not skilled at using Blender, to make morphs needed to modify such clothing when nipples are applied. I don't understand why Genesis 9 clothing does not work with nipples, but I think that Daz should fix it! Just my two cents. There should be at least disclosure, like "This product is Nipple Complient". I have never been PC, noty starting now. I think that selling stuff, without disclosure is wrong. Now there have been a few improvements to be fair, but too little and not enough.