N.G.S. Anagenessis II - Revolution [Commercial]

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  • LlynaraLlynara Posts: 4,770
    edited March 2017

    @Dimension-Z Thank you!

    Quick question: I notice there are manual shaders for Iris, Pupil, Cornea, Lacrimal and Sclera. They look great,. But there is also an "Eyes" shader. What part of the eye do we use that on? It seems like everything is already covered with shaders When I try to use it, I get alien looking eyes, so I left it off. Just wondering if I was missing a step.

    Post edited by Llynara on
  • Dimension-ZDimension-Z Posts: 352
    Llynara said:

    @Dimension-Z Thank you!

    Quick question: I notice there are manual shaders for Iris, Pupil, Cornea, Lacrimal and Sclera. They look great,. But there is also an "Eyes" shader. What part of the eye do we use that on? It seems like everything is already covered with shaders When I try to use it, I get alien looking eyes, so I left it off. Just wondering if I was missing a step.

    You don't need to use Eyes Shader file. Only these you used.

  • LlynaraLlynara Posts: 4,770

    Thank you! I will take it out of the manual folder since I don't need it. Wonderful product!

  • Dimension-ZDimension-Z Posts: 352
    Llynara said:

    Thank you! I will take it out of the manual folder since I don't need it. Wonderful product!

    Thank you very much!

  • nicsttnicstt Posts: 11,715

    I keep forgetting to use (or even check out) the eye shader; what does it do that the default conversion doesn't?

  • Officially my favorite shader :)

  • Dimension-ZDimension-Z Posts: 352

    Officially my favorite shader :)

    Thank you very much Josh!

  • Dimension-ZDimension-Z Posts: 352
    nicstt said:

    I keep forgetting to use (or even check out) the eye shader; what does it do that the default conversion doesn't?

     If you're talking about manual conversion, just don't use it.

  • nicsttnicstt Posts: 11,715
    edited March 2017
    nicstt said:

    I keep forgetting to use (or even check out) the eye shader; what does it do that the default conversion doesn't?

     If you're talking about manual conversion, just don't use it.

    Thats good; I haven't been. :)

    ... And what Josh said.

    Post edited by nicstt on
  • Dimension-ZDimension-Z Posts: 352
    nicstt said:
    nicstt said:

    I keep forgetting to use (or even check out) the eye shader; what does it do that the default conversion doesn't?

     If you're talking about manual conversion, just don't use it.

    Thats good; I haven't been. :)

    ... And what Josh said.

    Thnx a lot!

  • edited March 2017

    I've noticed some white seams appearing on some parts of G3F when applying the shader to aSecond Circle Character, Ayako. Any idea where that might be coming from?

    The seam on the tigh is symmetrical. It's on both legs. The ones on the right hand and arm don't show up on the left arm and hand. Weeeeiiiird...

     

    Post edited by second_technician_rimmer_9571136c47 on
  • Dimension-ZDimension-Z Posts: 352

    Did you try to change UV type?

  • Dimension-ZDimension-Z Posts: 352

    Did you try to change UV type?

    I've noticed some white seams appearing on some parts of G3F when applying the shader to aSecond Circle Character, Ayako. Any idea where that might be coming from?

    The seam on the tigh is symmetrical. It's on both legs. The ones on the right hand and arm don't show up on the left arm and hand. Weeeeiiiird.

    Did you try to change UV type? 

  • Damn, you're right, D-Z! Somehow, no uv type was selected at all on the figure. If I had longer shin's, I't kick my own ass.

  • nicsttnicstt Posts: 11,715

    Damn, you're right, D-Z! Somehow, no uv type was selected at all on the figure. If I had longer shin's, I't kick my own ass.

    Haha.

    We've probably all been there some time or other, er kicking our own ass I mean.

  • Is it possible to combine Anagenessis 1 and 2 to get different results?

  • I've done it a few times, but I think you have to run Anagenesis 1 before running 2.  I have used especially the metallic flakes options from the first pack, and then applied the shaders from the second pack.  Never tried it in reverse.

  • Ok cool thanks Vort!

  •  These questions may have already been answered but if so I've missed it.

    1. If the skin is too red what can be done to tone it down? Genesis 3 Male specifically the new Dale. I've tried several things like lowering the brightness, changing the colours in some of the channels to white or grey, etc.

    2. If using on a Genesis figure such as an Ogre or Gorilla when I use the Genesis shader the eye shader is trying to add for eyelashes with the result being black lines. I've tried to add the texture map but the UV isn't matching up afterwards. I've tried to add the shaders manually so I don't have to use the eye shader but the script won't run so I end up with an almost white surface.

    Any answers or direction to the appropriate post appreciated.

  • nemesis10nemesis10 Posts: 3,421

     These questions may have already been answered but if so I've missed it.

    1. If the skin is too red what can be done to tone it down? Genesis 3 Male specifically the new Dale. I've tried several things like lowering the brightness, changing the colours in some of the channels to white or grey, etc.

    2. If using on a Genesis figure such as an Ogre or Gorilla when I use the Genesis shader the eye shader is trying to add for eyelashes with the result being black lines. I've tried to add the texture map but the UV isn't matching up afterwards. I've tried to add the shaders manually so I don't have to use the eye shader but the script won't run so I end up with an almost white surface.

    Any answers or direction to the appropriate post appreciated.

    1) In this situation, I just tint the diffuse color of the affected red sufaces with its complementary color (I think I use a pale light blue if I remember) to neutralize the red...
    2) I do one of two things, I use the eye shader only on those transparent portion of the eye like cornea, tear, eye moisture or I use the thin glass Daz iRay shader...

  • nemesis10 said:
    1) In this situation, I just tint the diffuse color of the affected red sufaces with its complementary color (I think I use a pale light blue if I remember) to neutralize the red...

    2) I do one of two things, I use the eye shader only on those transparent portion of the eye like cornea, tear, eye moisture or I use the thin glass Daz iRay shader...

    Thanks will try your suggestion re question 1. With respect to question 2 and your answer, I already figured out that it was the eye shader that was causing the issue but there doesn't seem to be a way of manually applying the individual shaders on the Genesis figure as the script won't work. If I do apply the shaders individually without the script I end up with almost white surfaces. If I use the Anagensis II shader for Genesis then the eye shader automatically gets applied and I'm not sure how to remove it?

  • nemesis10nemesis10 Posts: 3,421
    nemesis10 said:
    1) In this situation, I just tint the diffuse color of the affected red sufaces with its complementary color (I think I use a pale light blue if I remember) to neutralize the red...

    2) I do one of two things, I use the eye shader only on those transparent portion of the eye like cornea, tear, eye moisture or I use the thin glass Daz iRay shader...

    Thanks will try your suggestion re question 1. With respect to question 2 and your answer, I already figured out that it was the eye shader that was causing the issue but there doesn't seem to be a way of manually applying the individual shaders on the Genesis figure as the script won't work. If I do apply the shaders individually without the script I end up with almost white surfaces. If I use the Anagensis II shader for Genesis then the eye shader automatically gets applied and I'm not sure how to remove it?

    Remember that the script is always the last step since it populates the rest of the shader settings; you can't apply the manual settings, apply another shader like the eye shader without apply the script again...

  • Oso3DOso3D Posts: 15,011

    Anyone know why the script copies the base map to Emission and Metallic Flakes, then sets the values to 0?

     

  • nemesis10 said:
    nemesis10 said:
    1) In this situation, I just tint the diffuse color of the affected red sufaces with its complementary color (I think I use a pale light blue if I remember) to neutralize the red...

    2) I do one of two things, I use the eye shader only on those transparent portion of the eye like cornea, tear, eye moisture or I use the thin glass Daz iRay shader...

    Thanks will try your suggestion re question 1. With respect to question 2 and your answer, I already figured out that it was the eye shader that was causing the issue but there doesn't seem to be a way of manually applying the individual shaders on the Genesis figure as the script won't work. If I do apply the shaders individually without the script I end up with almost white surfaces. If I use the Anagensis II shader for Genesis then the eye shader automatically gets applied and I'm not sure how to remove it?

    Remember that the script is always the last step since it populates the rest of the shader settings; you can't apply the manual settings, apply another shader like the eye shader without apply the script again...

    Yes I know that but if I apply manually and then try to run the script after everything is applied it isn't working in this case. I'm currently rendering but will try again later.

  • Anyone know why the script copies the base map to Emission and Metallic Flakes, then sets the values to 0?

     

    I'm wondering this too. And is it the bump map that gets set to zero, but the map itself is still there. I guess it probably doesn't hurt anything, but I just feel more comfortable removing anything that isn't needed.

     

  • Dimension-ZDimension-Z Posts: 352
    edited April 2017

    Anyone know why the script copies the base map to Emission and Metallic Flakes, then sets the values to 0?

     

    Just for future updates William. Nothing else.

    Post edited by Dimension-Z on
  • Dimension-ZDimension-Z Posts: 352

    Anyone know why the script copies the base map to Emission and Metallic Flakes, then sets the values to 0?

     

    I'm wondering this too. And is it the bump map that gets set to zero, but the map itself is still there. I guess it probably doesn't hurt anything, but I just feel more comfortable removing anything that isn't needed.

     

    For future updates! Don't worry!

  • tondaleetondalee Posts: 12
    edited April 2017

    Hello,

    I found one interesint behavior of NGS2.

    When i use standard Iray materials (Gwennili character) it consume about 900MB texture memory.

    After application of NGS2, it consume 1,5GB texture memory.

    I tested it on new empty scene, with one camera, HDR background and one front mesh spot light.

    I think its connected with fact that NGS2 replace all maps to difuse one (biggest one). But im not sure about it.

    Please, do you have any tips how to apply NGS2 without replacing maps or how optimalize it?

    Thank you.

    nonNGS2_GwenniliHD_Iray.png
    1152 x 720 - 16K
    NGS2_GwenniliHD_Iray.png
    1152 x 720 - 15K
    Post edited by tondalee on
  • Dimension-ZDimension-Z Posts: 352
    edited April 2017
    tondalee said:

    Hello,

    I found one interesint behavior of NGS2.

    When i use standard Iray materials (Gwennili character) it consume about 900MB texture memory.

    After application of NGS2, it consume 1,5GB texture memory.

    I tested it on new empty scene, with one camera, HDR background and one front mesh spot light.

    I think its connected with fact that NGS2 replace all maps to difuse one (biggest one). But im not sure about it.

    Please, do you have any tips how to apply NGS2 without replacing maps or how optimalize it?

    Thank you.

    Actually I didn't notice any rendering time difference. But what you do mean difuse map (biggest one)? I think all maps Diffuse, Specular, Bumps are RGB 8bit.

    You can make a test with all the maps manually replaced by you, to see if there is a defferent with gpu memory.

    Waiting for your feedback/

    Thank you

    Dimension-Z

    Post edited by Dimension-Z on
  • tondaleetondalee Posts: 12

    Hello,

    I made another test. Removed some D maps and returned back Black and whites. (Bump base, Transfuency and Tint) But not for all surfaces, im too lazy :) I returned it back for legs, torso and arms.

    Memory consumtion went down after it. But still its more, its because glossy maps are still colored, if i remove them, i have to change whole settings and its not NGS anymore :)

    For me this is big difference, because with NGS i can have maximum 2 persons, but probably only one (with cloth and some props). Without NGS i can afford two, but its not so nice. So its hard to decide... Maybe you find better way how to solve it.

    Thank you,

    Tony.

     

     

     

    nonNGS2_GwenniliHD_Iray_torsolegsarms_mapsback.png
    1152 x 720 - 18K
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