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The only product I have seen that has a posable cable similar to that Blake's 7 weapon is this 70s era telephone: https://www.daz3d.com/tele-phony
Given how old that TV series is, I would not be surprised if the props department used telephone cables for the gun.
The cable has a lot of bones (100s if I recall). It is very flexible to get it into the shape you want, but is a real pain to pose.
Hmm. There has to be a simpler way. Even if it's just a tube with a spiral trans map and heavy normal mapping maybe
Is the forum down? I am trying to comment and it's giving a 500 server error so I am trying this different message to see if it is something with the message
I'm seeing other posts.
Well, certain materials-- this was a journey, but I think I will put this up here for future reference. Maybe someone will google it two years from now and be all "Yay! An answer!"
(Though by then it'll probably just be "Please set the materials thanks" to the AI assistant. But still.)
(I'll sum up in a separate message)
Me: I am just going to tell you the Poser settings. The Diffuse_Color is white with an image map node called "Texture" and linked to "Jacket_Texture.png". The Diffuse_Value is 1. The Specular_Color is white and tied to a child node called "Spec" which is a simple colour set to rgb(0.230, 0.230, 0.230). Specular Value is 0.1 and is tied to an image map node called "Gloss" and linked to "Jacket_Glossy.png". Highlight_Size is 1 and is tied to a gamma node called "Roughness", which has Inverse set true, Use Custom Gamma set to true, Gamma set to 2.2, and Color set to white, tied to a color math node called "Invert Gloss", which is set for Math_Argument Subtract, value 1 as white, value 2 as white and tied to a gamma node called "Gamma Adjust Gloss", which has inverse false, use custom gamma false, Gamma of 1, and color white which is tied back to the Gloss image node mentioned before. Ambient_color is black. Ambient_value is 0. Transparency is 0, Transparency_edge is 0. Transparency_Falloff is 0. Translucence_color is black. Translucence_value is 0. Reflection_color, Reflection_value, Refraction_color, Refraction_value, Displacement, Alternate_Diffuse, Custom_output_1, Custom_output_2, Custom_output_3, and Volume are all unset (null). Bump is set to 0.008333 and is tied to an image map node called "Bump/Height" which is linked to "Jacket_Bump.png". Alternate_specular is linked to a Glossy node with Normals_Forward unchecked, Sharpness set to 0.1, Roughness set to 1, Ks set to 0.9, and Specular_Color set to white and linked to the aforementioned node named "Spec". Gradient_Bump is set to 1 and linked to an image node called "Normal" which is linked to a file called "Jacket_Normal.png". ToonID is set to 475. Reflection_Lite_Mult, Reflection_Kd_Mult, Shadow_Catch_only, and Normals_Forward are all unchecked. Gradient_Mode is set to "Tangent Space Normal Map".
There is no "Glossiness (Highlight Size)" node in DAZ Studio's PBR Metallicity/Roughness shader
I have a roughness map already. It is easy to make with ImageMagick, so I did so. The bump maps do not seem to match up. A bump map weight of 0.008333 is normal in Poser, but weak to the point of invisibility in DAZ Studio. What value should "Glossy Reflectivity" be set to?
with those settings, the colour comes out all white as if it is ignoring the base colour texture. It's definitely loaded, and shows normally in the preview, but something is turning it white upon render.
No, it's not a glossy issue. It's not highlights. It's the base colour itself not showing. I think it may be related to the Diffuse Roughness value, which I have never used before.
My bad, I meant "Diffuse Overlay Weight"
I never said I wanted to use a secondary colour. You were wrong in telling me to set that to 1. That indeed seems to be what it is.
Woot! Everything is coming out right now!
So, in summary, this is what me and Chat GPT4 came up with and it worked (PBR terminology):
And then the bits beyond PBR...
(Oh, and of course, transmaps go in Geometry/Cutout Opacity and ambient maps go in Emission Color, which would be set to white when you have one.)
That's really cool, and typical of my interactions with ChatGPT too. And that when it's not, say, porting hundreds of lines of code from C++ to Python for me, in seconds. I love how one can guide it towards the specific answer you're looking for. You should copy that to one of the nay-sayer AI topics :)
I continue to be of the opinion that there are two categories of people when it comes to AI: Those who just reject it, mischaracterize it, or dismiss it, and those who have actually used it.
Those are all correct except the normal maps are OpenGL, not DirectX.
Sometimes you might run into a gamma issue, I find mostly when I swap images from a png to a jpg. If the colour looks faded check the gamma.
I also find that playing with Metallic Flakes can give really great results - drop a black and white image into it and pick a colour in the Metallic Flakes Color and you can add metallic looking threads to your textures.
I have actually had two instances where an image loaded all faded, and shouldn't have. It was weird because it looked fine in preview, but a deep olive green came out minty upon render.
The first time I just re-did the image but by the second I was like "no, that's wrong" and checked everything. Then I copied the image over to a new name — same exact file contents — and loaded that. And no issues.
I eventually had to save with the texture unloaded, quit, start D|S back up, and reload it, whereupon it finally got it right.
Apparently it just had a wild hair up it's butt
OK here's a huge question: Is there a way in DAZ to make a JCM that is triggered by a combination of rotations but ONLY when in combination?
I rather expect not, but I'm encountering an issue where there's clipping when the arms are both forward and twisted at the same time; the issue doesn't happen when they are forward, nor when they are twisted, but ONLY when they are both forward and twisted at the same time.
I know I could make something that triggers to 0.5 from a given twist and also to 0.5 from a given rotation, and with a limit of 0..1. But that would also triggers to 0.5 in the solo circumstances.
Yes. I use it mostly for when both thighs are bend forward, it attenuates the morph as you lessen the bend in either thigh.
https://pixeldustvr.com/DazTutorials/2021/01/26/04-basics-multi-dimensional-property-morph/
I would love a video on how to create an iray shader or pbr shader. Only video's I find is how to use them, not make them. 10 years ago I use to use uvmaps to create diffuse, bump/displacement and opacity maps. I can't afford Substance or Photoshop, besides, if right, Substance can't make the textures found in the link below. (posted for refernce only) Those textures is what's insired me to try something similar, also the only reason I know you also need specular and reflect after checking out the runtime/textures folder.
I have looked at the long list of slots that show up in the surface tab, I have never found a tutorial that explains what all that is or how to use them, I only know of three slots you put images in. diffuse, cutout and normal and sometimes you can change tiling.
Posted for refrence only https://www.renderosity.com/freestuff/items/76175/faery-textures-for-karmatop-v4
What do you use as an image editor? The best way to get more info is to search online with the search term - how to create PBR textures in "editor" - for example GIMP or whichever one you use :) I did a quick search and there seems to be a lot of info.
For PBR you only use the following slots to add images to or tweak the strength setting. For example you can often just use the slider for metallic and Roughness, and base colour can be a picked colour. Normal maps and bump maps need info contained in an image.
Slots requiring an image to work:
Currently I am left with GIMP and Krita, both of which I'm still learning since my Paint Shop Pro 11 won't work in Win10 (no idea why, Corel simply says to upgrade when I asked about it).
This would be so much easier to explain if I could upload images or add them to my gallery, yet I can't even upload to my gallery for some reason.
There are two types of textures I want to make, the first being the one where you use a uvmap to apply textures to and apply to clothes, the second is to make shaders. In order to create the type of textures Propane Antistar did on the Karma Top, I need to use a uvmap, which necessitates the use of a 2D program like GIMP or Krita. In order to make reuseable textures like shaders, I need to create the various maps needed for iray and pbr and I'm aware there are programs I can use to do that, Materialize comes to mind. There are two maps I don't know how to make and that's Specular and Ambient Occlusion, also don't know what the iray or pbr versions of those names are. I assume Metallicity is like Reflect.
Once I have the necessary maps for either of those two types of textures, I need to know where to put the images in surfaces and then save the preset (I think that's what it's called). Unfortunately, I'm only familar with the old way of doing things in 3DL, so iray and pbr and that long list of channels and slots under surfaces is a bit overwhelming.
I do have some questions but I am so tired right now and have to be up early, will come back to this tomorrow and thanks for the information you have qiven.
https://sketchfab.com/3d-models/eagle-transporter-passenger-pod-space-1999-2355a16422024dd4b6b689deb06a824c
I had a render but it won't attach.
I use substance painter.
If I only have to tweak an image from that, like invert (flip) it or negate (invert levels) it or negate a channel, or resize it down, then I just use ImageMagick on the command line.
If I need to actually draw on it and I can't do what I want inside SP, or if I need to run a filter, I use Photoshop, though I have Gimp and Krita as well.
Photoshop beta is also really useful when you have a photo of a costume and you want to expand the fabric out. Like for instance I have some nice high res photos of Babylon 5 costumes from a museum exhibition a few years (err maybe decades) back. But they were in plexiglas cases, and no-touchy of course. But with photoshop's new generative fill I am able to take the little triangle of fabric exposed by a lapel or the pattern on a necktie or whatnot, and expand it out to a seamless tiling texture that's convincingly accurate looking. It might not be genuine but it would pass even the pickiest cosplayer's muster.
BTW to note: a proper PBR material doesn't actually have a glossiness map. It should just be Base Colour, Height, Metallicity, Roughness, and Normal with the options of Emissive, Opacity, Subsurface Colour, Subsurface Scattering, and Anisotropy added on. The first set was the base proposal but the latter were discovered to be necessary additions in some circumstances. (Personally, I think Fluorescence should be an optional extension as well, but I don't know of any shaders/lighting systems/renderers that support ultraviolet—which I just realised can't be abbreviated the normal way in this context. Thermal emissive could also be useful for certain applications, most of them game-related—playing elves, night ops commandos, cat burglars, snakes, etc.)
But in my experiments, Glossy Layered Weight is the wrong place for a glossiness map, even if you have one. That should just be left at 0.10 and the map should go into Glossiness Colour unless it's a metallic substance, where the Base Colour or a Specular (normalised base colour with the negative of metallicity used as a layer mask for 50% grey, if you want to build one manually.)
That exact question and everything coming out looking oiled is what let to the GPT session.
I'm kibitzing here, not sure when this thread started. But as an FYI even here in America we have such disparate accents that everyone who acts in TV or Movies (in the US) learns Midwest American Englsih so that the whole country can understand them. Otherwise they are putting on a regional accent to hint at a character archetype. For instance the Laconic Cowboy Texas Drawl. Also it seems that 2/3 of the world learn to speak English Midwestern US accent for similar reasons; most certainly they learned Englsh from somebody who used that accent. This fact blew my mind when I learned it, but by then I'd also learned that the US has regional accents I didn't know existed: Bostonian seems to be spoken through the nose without opening the mouth if the college proffessor I had is any indication. But that would explain why most of us cannot tell when somebody is faking the Midwestern accent; probably 2/3 of our own country does it to be understood by everyone else.
Dodger, cool as heck to see you around, I figured you gave up on us 3D nerds. :D
Glad to hear someone other then myself uses Krita, most never heard of it, including me, when I first stumbled across it.
I have Krita installed, but have mostly only poked it with a stick. I'm more of a Paint.net guy. Another netquaintance of mine has used Krita for years, and I've watched some of his live video sessions where he was doing furry-art in it, and it clearly has some nice features, such as being able to rotate the entire image around before drawing onto the image again, and stuff... I just haven't used it enough to get he hang of any of the interface yet.
Yup that's kinda where I'm at, keep poking at it, and at GIMP, definitely don't know what I'm doing with those two programs. This is why I am so frustrated with Corel and not being able to use Paint Shop Pro with Win10, I know my way around that one after using it for 15 years.. Apparently my last version of it is too obsolete.
This is making me crazy.
I have JCMs in place.
I have the ERC in place.
It loads just fine finally.
I have sent to testers.
It does not load the ERC for them.
I have another computer, so maybe I can troubleshoot myself, but I cannot get D|S to install on it because the DIM just sits and does nothing with a complaint in the log about a problem with a SQL statement.
Support has asked me to re-try and send along the log several times, but it's been five days since the last response at all.
This is making me crazy.