Mine too..It is pretty heavily inspired by John William Warehouses' "The Crystal Ball" . I tend to draw pretty heavily from traditional art for much of my inspiration.
"I still feel basic info - where to plug the textures - is the job of the PA. "
There are plenty of types of products I would agree with you on needing some information for the end user. That is because you have to assume the lowest skill level for most products. But merchant resources are different in that you assume a level of skill that would be necessary to use them. Were it not a merchant resource but a do it yourself kit or a training set I would feel differently of course.
Mine too..It is pretty heavily inspired by John William Warehouses' "The Crystal Ball" . I tend to draw pretty heavily from traditional art for much of my inspiration.
"I still feel basic info - where to plug the textures - is the job of the PA. "
There are plenty of types of products I would agree with you on needing some information for the end user. That is because you have to assume the lowest skill level for most products. But merchant resources are different in that you assume a level of skill that would be necessary to use them. Were it not a merchant resource but a do it yourself kit or a training set I would feel differently of course.
Well, it would take - maybe a couple (probably ten) of minutes to write: texture name - this slot.
The creator wants to sell the product; as it stands, I wouldn't buy another due to the lack of basic details; they made it to sell as many as possible; it isn't my loss, but theirs. I get to keep my cash. Hell... I may even return it.
First, Thank you very much for so much interest on this set and thank you for buying it.
As Khory mentionned, our target was the "content developers" and we did not thought that this set would be so succefull with a so large audience. That's why we did not publish a pdf with the set.Sorry to all for the inconvenience, we will take care if we do another similar set.
I did spend the morning writing a pdf just to explain the basics and i will send it to DAZ to be added to the product.
I'm amazed by Arnold C explanation! Thank you so much!! Effectively, quite everything is said in his post. It took me hours and hours of researchs to learn what is included in this post....Great work, thank you.
With my partner, Nathy, we are creating custom character. With Iray and PBR/PBS settings, we had to change completely our process for map creation.
As mentionned Arnold C, Iray and 3Delight are really not working the same. To publish a product, you have now to provide both Iray and 3Delight material presets. That's why there are so many maps. Some are working for 3Delight, some for Iray, some for both...and color/value combination are infinite...
Concerning SSS maps, as described in Arnold C's post, they are designed to be plugged in the SSS channel (Subdermal) and in the topcoat (epidermal) in Iray. SSS weight Map is basically designed for 3Delight. I did not tried Epidermal in the transmitted channel, but it's a good idea!
This set is designed for content creation and it is impossible to give values setting as each custom character would get it's own settings. Each skin is different.
Just time for DAZ to add the pdf to the product and you will get it.
Thank you,
Best regards
PS:You can contact us throught daz website at Nathy or fly028 for more information
Yeh, I raised a ticket as although I've got to like, it was tough to work out what is where; I got sent a copy of the pdf and it is enormoushly helpful; thank you very much. Oh and I'm likely to buy another (asian perhaps)? Different coloured eyesbrows would be great too when it can be managed.
I'm amazed by Arnold C explanation! Thank you so much!! Effectively, quite everything is said in his post. It took me hours and hours of researchs to learn what is included in this post....Great work, thank you.
With my partner, Nathy, we are creating custom character. With Iray and PBR/PBS settings, we had to change completely our process for map creation.
...
SSS weight Map is basically designed for 3Delight. I did not tried Epidermal in the transmitted channel, but it's a good idea!
...
This set is designed for content creation and it is impossible to give values setting as each custom character would get it's own settings. Each skin is different.
Thank you and you're welcome. If it took you just hours, you're at an advantage.
I needed months (starting in May) to re-learn the basics of optics and learning about the optical properties of skin. The reading wasn't really the hard part, locating all theese papers about that topic was the most difficult. And skipping all those nasty ads.
My idea about the Epidermal map was before I (recently) learned, how the "Transmitted Color" slot really works. The color values there are used to calculate the absorption coefficient, which determines how far into a material light of a particular wavelength can penetrate before it is absorbed ("out of fuel"). This coefficient is calculated for each color channel of the RGB color slot seperately, with involvement of the refraction index value for the material; one for R, one for G and one for B, which will result in three different absorption coefficents. As it should, while skin absorbs light throughout the wavelength spectrum in a varying amount, at blue wavelenghts most and at red wavelengths less. AFAIK, the use of textures on that isn't currently supported... and I guess you'll going crazy if you try to develop a map for that.
I agree mostly to the "values setting" thing, there are many fine differences, but at least in the sub-surface scattering part, the differences within the same ethnical group aren't that large as are those between the ethnics (caucasian, asian, african), regarding to a paper I'm currently reading.
Great to hear your textures are PBR compatible. The Top Coat map idea sounds really interesting. That's definately a product then that I must try out. Thank you for looking after our needs. Please moar! We need a subscription button for the vendors in the shop...
Comments
" the Ruby Velvet is my all time favorite"
Mine too..It is pretty heavily inspired by John William Warehouses' "The Crystal Ball" . I tend to draw pretty heavily from traditional art for much of my inspiration.
"I still feel basic info - where to plug the textures - is the job of the PA. "
There are plenty of types of products I would agree with you on needing some information for the end user. That is because you have to assume the lowest skill level for most products. But merchant resources are different in that you assume a level of skill that would be necessary to use them. Were it not a merchant resource but a do it yourself kit or a training set I would feel differently of course.
Well, it would take - maybe a couple (probably ten) of minutes to write: texture name - this slot.
The creator wants to sell the product; as it stands, I wouldn't buy another due to the lack of basic details; they made it to sell as many as possible; it isn't my loss, but theirs. I get to keep my cash. Hell... I may even return it.
Hello to all,
First, Thank you very much for so much interest on this set and thank you for buying it.
As Khory mentionned, our target was the "content developers" and we did not thought that this set would be so succefull with a so large audience. That's why we did not publish a pdf with the set.Sorry to all for the inconvenience, we will take care if we do another similar set.
I did spend the morning writing a pdf just to explain the basics and i will send it to DAZ to be added to the product.
I'm amazed by Arnold C explanation! Thank you so much!! Effectively, quite everything is said in his post. It took me hours and hours of researchs to learn what is included in this post....Great work, thank you.
With my partner, Nathy, we are creating custom character. With Iray and PBR/PBS settings, we had to change completely our process for map creation.
As mentionned Arnold C, Iray and 3Delight are really not working the same. To publish a product, you have now to provide both Iray and 3Delight material presets. That's why there are so many maps. Some are working for 3Delight, some for Iray, some for both...and color/value combination are infinite...
Concerning SSS maps, as described in Arnold C's post, they are designed to be plugged in the SSS channel (Subdermal) and in the topcoat (epidermal) in Iray. SSS weight Map is basically designed for 3Delight. I did not tried Epidermal in the transmitted channel, but it's a good idea!
This set is designed for content creation and it is impossible to give values setting as each custom character would get it's own settings. Each skin is different.
Just time for DAZ to add the pdf to the product and you will get it.
Thank you,
Best regards
PS:You can contact us throught daz website at Nathy or fly028 for more information
Yeh, I raised a ticket as although I've got to like, it was tough to work out what is where; I got sent a copy of the pdf and it is enormoushly helpful; thank you very much. Oh and I'm likely to buy another (asian perhaps)? Different coloured eyesbrows would be great too when it can be managed.
Thank you and you're welcome. If it took you just hours, you're at an advantage.![smiley smiley](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png)
I needed months (starting in May) to re-learn the basics of optics and learning about the optical properties of skin. The reading wasn't really the hard part, locating all theese papers about that topic was the most difficult. And skipping all those nasty ads.![laugh laugh](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/teeth_smile.png)
My idea about the Epidermal map was before I (recently) learned, how the "Transmitted Color" slot really works. The color values there are used to calculate the absorption coefficient, which determines how far into a material light of a particular wavelength can penetrate before it is absorbed ("out of fuel"). This coefficient is calculated for each color channel of the RGB color slot seperately, with involvement of the refraction index value for the material; one for R, one for G and one for B, which will result in three different absorption coefficents. As it should, while skin absorbs light throughout the wavelength spectrum in a varying amount, at blue wavelenghts most and at red wavelengths less. AFAIK, the use of textures on that isn't currently supported... and I guess you'll going crazy if you try to develop a map for that.![smiley smiley](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/regular_smile.png)
I agree mostly to the "values setting" thing, there are many fine differences, but at least in the sub-surface scattering part, the differences within the same ethnical group aren't that large as are those between the ethnics (caucasian, asian, african), regarding to a paper I'm currently reading.
Great to hear your textures are PBR compatible. The Top Coat map idea sounds really interesting. That's definately a product then that I must try out. Thank you for looking after our needs. Please moar! We need a subscription button for the vendors in the shop...![laugh laugh](http://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/teeth_smile.png)