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© 2024 Daz Productions Inc. All Rights Reserved.
Comments
Can Wet Skin shaders be used with the new NGS2? Or is it possible to make wet skins using only NGS2?
Having done it, Wet skin works more than fine with NGS2, as well as that nifty color changing Fantasy Skins for Genesis 3, L.I.E. presets, Macro eyes etc...
Okay, asking again:
I'm struggling with the settings of this product, because I cannot get the skins to look good, they are even worse than 'regular' Iray skins. A kind of paperish look, like in the days before SSS. Is it my settings which are wrong (I'm rendering this right out of the box for starters)?
And what kind of light will I need to use? The tutorial to this product doesn't say anything about light. Can I use this together with the 'classic' spot light and distant lights?
I highly recommend that you always use a HDRI environment; it is something that is useful in both iRay and 3delight and gives a nice diffuse light as well as speeding up the render. Here is a render with no other lights than an HDRI background:
Does NGS 2 automatically apply the correct Gamma Correction?
Tip for NGS2:
If you had big pores with only one diffuse,
just add micro map as a layered image on top of top coat bump!
- Subtractive Blend Mode
- Opacity 60%
How do you adjust ngs2? I don't see any editing tabs when I use it? Also when I used it on an African descent character it makes the skin look grayish.
Not sure of the best way to adjust, but here's what I do:
I apply NGS (from product tab) when using IRAY in viewport so I can see the impact. Then I just click on the various options in the product until I find one that looks good (e.g., dark skin, brightness low/high, etc.). Usually I just stick with Anagenessis 2 for Genesis 3 as it creates the look I desire.
BTW Dimension-Z, I love this product. I even find myself using the freebie script to convert 3Delight clothing/objects into Iray (with NGS Shader_New). Sometimes they look a bit too glossy (not sure if that's the right word), but usually look much improved!
Not sure what you want to adjust but I have found in many cases the skin comes out a bit too pale. In those cases you just adjust the glossy color fromn the default light blue to something more in the pale yellowish to get something that looks a tad more tan. Or adjust to whatever shade you like. It's counterintuitive to adjust glossy to change the color that much, I'd have never tried it but it was described in this thread like 15 pages ago and it works.
Can you post a render so we can see what you are getting? You can use any lights that you want to depending on your scene of course. I have used a ton of different lights with this with no problem.
I'm finding it a little difficult to work with characters in the viewport with the weird look that OpenGL has when N.G.S. is applied to the skin. I don't want to use Iray preview because of the way that heats up my GPU.
Is it best to work on my character and then apply N.G.S. at the end? Is there a way to switch it off or quickly revert to non-N.G.S?
I use "Texture Shaded" in my viewport until I'm ready to see if it's ready to render.
Yes - that's what I do too but Anagenessis changes the look of the texture shading in the OpenGL viewport.
I've decided that I'll work on the character until I'm ablout done (applying morphs, shapes, etc.) and then apply N.G.S. but I do wish there was a way to switch between N.G.S. and non-N.G.S.
I usually save NGS until the end, but I've gotten used to the 'radioactively pale' look of NGS figures in Texture Shaded viewport. Doesn't really bother me anymore since they look so good on the render.
Sometimes I'll switch to non-NGS by applying the original skin (which switches the most visible part). Sometimes I'll save my characters off as NGS and Non-NGS, but less often as I've become more accostomed to NGS in general.
One of the reasons (among many others) that I could never get along with Poser was the fact that I disliked the way the figures looked in the Poser equivalent to the viewport. Of course the DAZ Studio OpenGL is nowhere near as good as a render but I can work with it. That high contrast effect generated by NGS is probably even worse than the Poser viewport but yes, the render does make it worth having. I think I'll stay with waiting to apply NGS as late as possible.
You could set up NGS, get it looking the way you want with whatever adjustments you like and then save it as a materials preset. Then reapply the original materials, pose and then apply the NGS material setting you saved as a last step. Then you won't have to tweak it at the end or if you use that character again.
Yes, of course (sometimes I don't think of the obvious). Thanks - I'll try that.
I just have a textureless material preset in light and dark versions that I use until the very last (3DL materials so they show in the Hexagon bridge, Iray materials go through as invisible and changing all the like 15 material zones for Genesis is a pain the but I don't need when I'm just trying to tweek something.)
Lot's of posts here. Sorry, if this has been mentioned. My problem is, that I cannot get the same skintone to the DAZ G3F "anatomical elements" as with the G3F torso mat. I even tried to copy the mat values from the torso mat to the G3F genitals by hand and it still didn't match. So how to do it?
I think the problem may be that limits are turned on for the gens, and a number of the parameters for anagenesis go beyond the usual uber base limits. If you turn off limits before pasting the torso settings it should work. You'll need to plug in the correct textures for the gens, and also make sure thin walled is off on the gens. There is a free script from the PA to help with this apparently, but I couldn't get it to work.
Thank you, that helped. :-) I followed the instructions that came with the script. To run the script, don't click on the main one in "Manual Apply". Use those in its subfolder "shaders". Those worked for well me.
Has anyone had luck applying Anagenessis II to skin using the Legacy UV (M4) for G3 product? I've gone over this thread and done everything "right," but the geografted parts are lighter than the rest of the skin and I can't figure out how to fix. tx
Check if you have Thin Walled ON!
I do all the time and apply the shader manually to all the surfaces and then use the manual script.
It's nice solution, but sometimes Thin Walled stays ON after applying NGS. This makes these parts lighter than the other. So I have to uncheck Thin Walled (Off)
On or off makes no difference. Thanks.
Did you try manually as nemesis said after me? And what's the difference? Any sample to see?
Also make sure the limits are off for the surfaces of the geografts. The NGS shader uses values beyond the usual limits, so when you copy/paste they don't apply correctly.
Thnx a lot my friend! I have started to forget how to use my shader! :)
Well...thanks for the suggestions, but nothing's working for me. The more I try, the more messed up it gets. Now he's got a nipple on his shoulder! Ahhhh! LOL I don't suppose anyone has written a specific step-by-step tutorial anywhere for my situation..? :)