OK, fine, I guess I'll make some DAZ stuff after all.

124

Comments

  • HavosHavos Posts: 5,362

    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.

     

  • DodgerDodger Posts: 304

    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 

  • DodgerDodger Posts: 304

    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

  • Cris PalominoCris Palomino Posts: 11,381

    Dodger said:

    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. 

  • DodgerDodger Posts: 304

    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)

     

  • DodgerDodger Posts: 304

    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".

    ChatGPT

    Thank you for providing the detailed settings from Poser, Mr. Cannon. Let's attempt to map these to the appropriate settings in DAZ Studio's Iray Uber shader. Here's an attempt:

    • Base Color (Diffuse Color): Set to white. Load the image map "Jacket_Texture.png" into the Base Color channel.
    • Diffuse Overlay Weight (Diffuse Value): Set to 1.
    • Glossy Color (Specular Color): Set to RGB(0.230, 0.230, 0.230) or roughly grey. Load the image map "Jacket_Glossy.png" into this channel.
    • Glossy Layered Weight (Specular Value): Set to 0.1. This might require some tweaking as Iray's Glossy Layered Weight might respond differently compared to Poser's Specular Value.
    • Glossiness (Highlight Size): Set to 1. This would need to be inverted and adjusted for gamma to match the Poser settings. DAZ Studio does not have a built-in way to do this, so you may need to adjust this in an image editor before loading the map.
    • Ambient Color: Set to black.
    • Refraction Index: Leave at default since it's not used in Poser.
    • Base Bump (Bump): Set to 0.008333. Load the image map "Jacket_Bump.png" into this channel.
    • Normal Map (Gradient Bump): Set to 1. Load the image map "Jacket_Normal.png" into this channel.
    • Specular/Glossiness Shader (Alternate Specular): This can be a bit tricky as DAZ Studio's Iray Uber shader does not have an equivalent. You might need to experiment with the various glossy settings to get a similar effect.

    Remember, these are just starting points. You might need to tweak these settings in DAZ Studio to achieve the same appearance as in Poser, due to differences in the rendering engines and shaders.

    I hope this helps! Let me know if you have any further questions or if there's anything else you'd like to clarify.

     

  • DodgerDodger Posts: 304

    There is no "Glossiness (Highlight Size)" node in DAZ Studio's PBR Metallicity/Roughness shader

    ChatGPT

    My apologies for the confusion, Mr. Cannon. I appreciate your patience. You're correct; the "Glossiness" property is part of the PBR Specular/Glossiness shader in DAZ Studio, not the PBR Metallicity/Roughness shader.

    If you're using the Metallicity/Roughness shader in DAZ Studio, you'll need to map the "Highlight Size" property from Poser to the "Glossy Roughness" property in DAZ Studio. This property defines how rough or smooth the glossy reflections will appear, which is similar to the "Highlight Size" property in Poser.

    Here's how you can map the properties from Poser to DAZ Studio's PBR Metallicity/Roughness shader:

    • Base Color (Diffuse Color): Set to white. Load the image map "Jacket_Texture.png" into the Base Color channel.
    • Diffuse Roughness (Diffuse Value): Set to 1.
    • Glossy Layered Weight (Specular Value): Set to 0.1. This might require some tweaking as Iray's Glossy Layered Weight might respond differently compared to Poser's Specular Value.
    • Glossy Color (Specular Color): Set to RGB(0.230, 0.230, 0.230) or roughly grey. Load the image map "Jacket_Glossy.png" into this channel.
    • Glossy Roughness (Highlight Size): Set to 1. This would need to be inverted and adjusted for gamma to match the Poser settings. DAZ Studio does not have a built-in way to do this, so you may need to adjust this in an image editor before loading the map.
    • Ambient Color: Set to black.
    • Refraction Index: Leave at default since it's not used in Poser.
    • Base Bump (Bump): Set to 0.008333. Load the image map "Jacket_Bump.png" into this channel.
    • Normal Map (Gradient Bump): Set to 1. Load the image map "Jacket_Normal.png" into this channel.

    I hope this revised mapping is more in line with what you were looking for. Let me know if you have further questions or if there's anything else you need assistance with.

     

  • DodgerDodger Posts: 304

    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?

    ChatGPT

    Great, using a prepared roughness map will certainly streamline the process. You can assign this map directly to the "Glossy Roughness" slot in DAZ Studio's shader.

    In terms of the bump map, DAZ Studio's Iray Uber shader often requires a higher bump value than Poser's Firefly/Superfly shader. This discrepancy is due to the differences between the two rendering engines. You might need to experiment with higher values in DAZ Studio to achieve a similar appearance to Poser. The bump strength can often be quite a bit higher in DAZ Studio than in Poser, so try values in the 0.1 - 0.5 range or even higher.

    The "Glossy Reflectivity" setting in DAZ Studio's Iray Uber shader determines the strength of the specular reflections. The equivalent in Poser seems to be the "Specular Value" attribute, which you have set to 0.1 in your Poser material. However, DAZ Studio's shader might respond differently, so you might need to adjust this value to achieve a similar appearance to Poser. Starting with a value of 0.1 might be a good starting point, but don't hesitate to experiment with this value until you get a result that you're happy with.

    Remember, these are just starting points and might need to be adjusted based on the specific lighting and rendering settings you're using in DAZ Studio. The goal is to achieve a similar appearance to your Poser render, so feel free to adjust these settings as needed.

     

  • DodgerDodger Posts: 304

    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.

    ChatGPT

    I apologise for the confusion, Mr. Cannon. The issue might be related to the "Glossy Layered Weight" setting in DAZ Studio's Iray Uber shader. This setting controls the strength of the glossy reflections and can have a significant impact on the appearance of the material. If the "Glossy Layered Weight" value is too high, it could overpower the base color, making the material appear white or overly shiny.

    Here's what you can try:

    Decrease the "Glossy Layered Weight" value: Try reducing the "Glossy Layered Weight" value to a lower number (e.g., 0.05 or 0.01) and see if this brings back the base color in the render.

    Check the lighting in your scene: If your scene is too brightly lit, or if there are very bright light sources directly illuminating your material, it could be causing the material to appear washed out or overly reflective. Try adjusting your lights or using an environment map for softer, more diffuse lighting.

    Check the "Glossy Reflectivity" value: If the "Glossy Reflectivity" value is too high, it could also be causing the material to appear too reflective, overpowering the base color. Try reducing the "Glossy Reflectivity" value and see if this improves the appearance of the material.

    Remember, these are just starting points and might need to be adjusted based on the specific lighting and rendering settings you're using in DAZ Studio. The goal is to achieve a similar appearance to your Poser render, so feel free to adjust these settings as needed. If the issue persists, please let me know so we can continue troubleshooting.

     

  • DodgerDodger Posts: 304

    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.

    ChatGPT

    You're correct, Mr. Cannon. The "Diffuse Roughness" property in DAZ Studio's Iray Uber shader can indeed affect the visual output of the base color.

    In the context of a PBR (Physically Based Rendering) workflow, "Diffuse Roughness" is often used to simulate microsurface scattering. Essentially, it can make a surface appear less vibrant or "rougher" by scattering the light that hits the surface in a more diffuse manner.

    The "Diffuse Roughness" value ranges from 0 (a perfectly smooth, or "non-rough" diffuse surface) to 1 (a completely rough diffuse surface). A higher value will scatter more light, which could indeed result in the base color appearing less vibrant or even washed out.

    If you currently have "Diffuse Roughness" set to a high value (close to 1), you might want to try reducing it to see if the base color...(interrupted)

     

  • DodgerDodger Posts: 304

    My bad, I meant "Diffuse Overlay Weight"

    ChatGPT

    No worries, Mr. Cannon. The "Diffuse Overlay Weight" setting in DAZ Studio's Iray Uber shader can indeed affect the appearance of the base color.

    The "Diffuse Overlay Weight" property is used to blend a secondary diffuse color (the "Diffuse Overlay Color") over the base color. The "Diffuse Overlay Weight" determines the blend factor between the base color and the overlay color. When the weight is 0, only the base color is visible. When the weight is 1, only the overlay color is visible.

    If you're not using a secondary color and want the base color to appear as it is, you can set the "Diffuse Overlay Weight" to 0. This should let the base color show without being influenced by any overlay.

    On the other hand, if you are using a secondary color and want to blend it with the base color, you can adjust the "Diffuse Overlay Weight" as needed. Just keep in mind that a high value will make the base color less visible, as it will be more dominated by the overlay color.

    Try adjusting the "Diffuse Overlay Weight" to see if it helps with the appearance of the base color in your render. If the issue persists, please let me know so we can continue troubleshooting.

     

  • DodgerDodger Posts: 304

    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.

    ChatGPT

    My sincerest apologies for the oversight, Mr. Cannon. You're correct. If you're not using a secondary color and wish to display the base color as it is, the "Diffuse Overlay Weight" should indeed be set to 0. This was an error in my previous messages, and I appreciate your patience in this matter. Setting this value to 0 should allow the base color to show without any overlay influence.

    Thank you for bringing this to my attention, and I'm glad we could identify the issue. Please let me know if there are any other questions or issues you have. I'm here to assist you.

     

  • DodgerDodger Posts: 304

    Woot! Everything is coming out right now!

    ChatGPT

    That's fantastic to hear, Mr. Cannon! I'm glad to know that the settings are working out for you in DAZ Studio now. It can indeed be a bit of a journey to translate settings between different software, but it's always gratifying when it comes together.

    If you have any more questions or need further help with DAZ Studio, Poser, or anything else, please don't hesitate to ask. I'm here to assist you. Enjoy your work with your 3D modelling!

  • DodgerDodger Posts: 304
    edited August 2023

    So, in summary, this is what me and Chat GPT4 came up with and it worked (PBR terminology):

    • Base Colour map -> Goes into Base Color, which should be set to white
    • Height map -> Goes into Base Bump. No idea what it should be officially set to but it seems to look good at 8.33 (which I arrived at by multiplying the Poser value by 1,000)
    • Metallicity map -> Goes into Metallicity, which should be set to 1 (if the map is all black, omit it and set this to 0)
    • Roughness map -> Goes into Glossy Roughness, which should be set to 1
    • Normal map -> Goes into Normal Map, which should be set to 1. This should be a DirectX Normal Map, not an OpenGL one, from what I can tell (but I haven't done extensive experimentation)

    And then the bits beyond PBR...

    • Diffuse Roughness -> Leave at 0
    • Diffuse Overlay Weight -> Leave at 0, don't be misled by ChatGPT getting this wrong.
    • Glossy Layered Weight -> No map, but set it to 0.10
    • Glossy Color -> Load the glossiness map (inverted roughness map, which despite GPT's distress, you CAN do in the image editor, just load the image and then go like you're going to change it and select Image Editor and then "Negate" -- or just output from your texturing app, if you're lazy), and set to rgb(0.23, 0.23, 0.23).
    • OR for Glossy Color on metals, if you have a Specular Color map, load that here. You can output one from Substance Painter using the Converted Maps section in the output templates.

    (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.)

    Post edited by Dodger on
  • 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.

  • MadaMada Posts: 1,991
    edited August 2023

    Dodger said:

    So, in summary, this is what me and Chat GPT4 came up with and it worked (PBR terminology):

    • Base Colour map -> Goes into Base Color, which should be set to white
    • Height map -> Goes into Base Bump. No idea what it should be officially set to but it seems to look good at 8.33 (which I arrived at by multiplying the Poser value by 1,000)
    • Metallicity map -> Goes into Metallicity, which should be set to 1 (if the map is all black, omit it and set this to 0)
    • Roughness map -> Goes into Glossy Roughness, which should be set to 1
    • Normal map -> Goes into Normal Map, which should be set to 1. This should be a DirectX Normal Map, not an OpenGL one, from what I can tell (but I haven't done extensive experimentation)

    And then the bits beyond PBR...

    • Diffuse Roughness -> Leave at 0
    • Diffuse Overlay Weight -> Leave at 0, don't be misled by ChatGPT getting this wrong.
    • Glossy Layered Weight -> No map, but set it to 0.10
    • Glossy Color -> Load the glossiness map (inverted roughness map, which despite GPT's distress, you CAN do in the image editor, just load the image and then go like you're going to change it and select Image Editor and then "Negate" -- or just output from your texturing app, if you're lazy), and set to rgb(0.23, 0.23, 0.23).
    • OR for Glossy Color on metals, if you have a Specular Color map, load that here. You can output one from Substance Painter using the Converted Maps section in the output templates.

    (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.)

    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.

    • Metallicity – Metallic
    • BaseColor – Base Color (gamma 0)
    • Glossiness – Glossy Layered Weight (gamma 1)
    • Roughness – Glossy Roughness (gamma 1)
    • Normal – Normal Map (gamma 1)
    • Height – Bump (gamma 2)

    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.

    Post edited by Mada on
  • DodgerDodger Posts: 304

    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

  • DodgerDodger Posts: 304
    edited August 2023

    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.

    Post edited by Dodger on
  • MadaMada Posts: 1,991

    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/

  • Faeryl WomynFaeryl Womyn Posts: 3,628

    Mada said:

    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

  • MadaMada Posts: 1,991
    edited August 2023

    Faeryl Womyn said:

    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. 

    • Metallicity – Metallic
    • BaseColor – Base Color (gamma 0)
    • Glossiness – Glossy Layered Weight (gamma 1)
    • Roughness – Glossy Roughness (gamma 1)

    Slots requiring an image to work:

    • Normal – Normal Map (gamma 1)
    • Height – Bump (gamma 2)
    Post edited by Mada on
  • Faeryl WomynFaeryl Womyn Posts: 3,628

    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.

  • jkj_4250036jkj_4250036 Posts: 23
    edited August 2023

    nomad-ads_8ecd56922e said:

    Gotta love 70s space-opera stuff.  laugh

    I wonder if there's any Space1999 stuff in the works for Daz.  Or maybe Space Academy. Or....  (tries to remember any other space-adventure stuff he saw back then....)

    https://sketchfab.com/3d-models/eagle-transporter-passenger-pod-space-1999-2355a16422024dd4b6b689deb06a824c

    I had a render but it won't attach.

     

     

    Post edited by jkj_4250036 on
  • DodgerDodger Posts: 304

    Mada said:

    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. 

    • Metallicity – Metallic
    • BaseColor – Base Color (gamma 0)
    • Glossiness – Glossy Layered Weight (gamma 1)
    • Roughness – Glossy Roughness (gamma 1)

    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. 

  • background said:

    Cybersox said:

    background said:

    When I was a schoolboy watching the Gerry Anderson puppet series I was convinced they were American shows owing to the high proportion of US voices, in retrospect this was one way they were trying to get into the American market. Back then there was no Internet, and the only source of information came from TV schedule magazines and articles in comics, and those cost too much for my two shillings a week allowance. I could get a series 1 Airfix kit from the paper shop with my two bob, so the comics stayed on the shelf.

    There were a few American actors who lived in the U.K fulltime, with U.F.O./CAPTAIN SCARLET star Ed Bishop being one of the most visible, popping up in a number of the Bond films as well as a very prominent bit in 2001- A SPACE ODYSSEY... (I recently ran across him playing an American political aide to what was clearly hinted at as being the Nixon administration in a shot-in-the-U.K. sexploitation flick starring porn actress Christina Hart!)  But mostly those voices were Brits doing fairly convincing accents.  If you're an actor in the U.K., or Australia you HAVE to learn to do an American accent if you want to work in film or TV, hence the reason that half of the actors in U.S. productions these days are imports.   

    I'm surprised. While an English schoolboy might not tell the difference between a voice actor putting on an American accent and a genuine American accent I would have thought an American would spot the difference immediately , in a similar way to when American or Australian actors try to do a British accent.

    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 said:

    Starting with the 70s. In space.

    Mod edit: set your image width to 800 px so your image does not appear stretched.

    Dodger, cool as heck to see you around, I figured you gave up on us 3D nerds. :D

  • Faeryl WomynFaeryl Womyn Posts: 3,628

    Dodger said:

    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. 

     

    Glad to hear someone other then myself uses Krita, most never heard of it, including me, when I first stumbled across it. 

  • nomad-ads_8ecd56922enomad-ads_8ecd56922e Posts: 1,954
    edited August 2023

    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.

    Post edited by nomad-ads_8ecd56922e on
  • Faeryl WomynFaeryl Womyn Posts: 3,628

    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.

  • DodgerDodger Posts: 304

    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.

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