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Oh, and here I was excited that it was going to work...I couldn't get it to work. I tried. It was a disappointment. :(
But they work in 3Delight a d the base Iray, so...
Oh, Hon, I'm sorry I don't do more. It's not a lack of desire, it's a lack of resources. the pickings are mighty slim for good ethnic photo resources. And the guys at 3Dsk are at the mercy of geography which is why they don't photo shoot more people of color. I'm guessing that particular corner of Eastern Europe isn't a big melting pot. But I promise to keep doing what I'm doing and hopefully the resources get better.
It's just a test render, a mugshot that I do of all my characters so that I can quickly see how the skins and morphs look when I'm casting a part. Default HDRI with headlamp only, both in default position. This is an unforgiving set-up, and very few vendors make characters that look GOOD in it. Now I need to see if I can copy over the NGS settings for Makani, Merrick, Ronan, Ragnar, Apollo, Maret, Nyota, and Aneta (to name just a few of my Gypsy Angel stable).
Well, if you adjust the specularity to darker, it is about 95% percent there.... In any case, you have made a lot of happy customers!
For what it's worth, I did get the gen thing to work ... but you have to go in and unset limits on a lot of settings. Most of the sliders have a default range of 0.00-1.00 or -1.00 - 1.00, but a lot of the Anagenesis sliders have either strongly negative or epic positive values. (Seriously, a glossy layered weight setting of 100.00! Normal range is 0-1!) You also have to make sure some of the dropdowns are doing the right thing, like switching Top Coat Layering Mode from Fresnel to Custom Curve -- that didn't happen automatically when I did the cut/paste method.
It's a very weird shader. If I understood more of the technical side of Iray, I'd love to know how the creator got it to work, because based on what little I do know, things work with it that seem like they shouldn't. (See glossy layered weight of 100, above; that should make a character bright enough to glow in the dark.)
Anyway, cut and paste from Torso to Gens does work, but then there's a lot of tedious work to go through and make sure that everything that should be there is there, and that the values are doing what they should.
He looks good! I've got another one of him rendering right now...
Sounds like an awful lot of trouble... :(
If I wasn't so busy, I'd try messing with it. But I don't have the time right now. I've got two characters under production and trying to render anything locks up my working computer for the duration. I need another computer. :/
Just a portrait...was caught up in working today, but I did want to see him in this armor...
Have mercy...
Eh, it's about half an hour or so of plowing through things, but then it's DONE.
I am having all sorts of mad fun with him, I will admit. I just figured out how to make his symbols glow. Involves saving out a copy of the symbols with a black background, desaturating to make an opacity mask, putting a geoshell around his body, putting the tattoo symbol textures in Emission Color and Luminance and the mask in Cutout Opacity, set Emission color to white, turn emission temperature down to Zero so that more of the color of the symbols comes through. Oh, and make sure that two-sided is off. Which sounds like it's tons of work, but took all of maybe five minutes or so. Downside is that they lose some definition due to light pollution.
I set Luminance to 250 cdcdm*2; much higher and it's not so much a glow as it is a chesty light source that starts illuminating the rest of his body. Could probably go lower for a more muted glow.
How about creating a preset for the gens?
Oh!! That would so rock, if you're not too busy... :)
OK, let's try this, then. It's just a shader preset with no images, because I have what Studio would consider custom paths, so if I tried to include the images, it wouldn't work. If you do the CTRL-Click thing, it should apply without changing anything else.
One thing to note is that I did change three values, to get a bit less sheen on the skin (my own preferences, nothing more):
- the Glossy Layered Weight from 100 to 50
- Top Coat weight from 4.00 to 3.00
- Base Bump from 0 to 1.00, swapping out the color map for the Micros.jpg map included in Mace's textures
For what it's worth, those changes made a surprisingly small difference overall.
You'll need to reset those values for the gens to match the default torso. Since this is a shader preset, and not a materials preset, if you've left the Base Bump files alone, everything else should match. Those were the only changes I made.
Hopefully, this will work. Should be attached.
EDIT: Uno momento, attached the wrong file ...
EDIT 2: OK, this should be the right one.
Looks like the attachment got lost lol. Thanks for when it does appear :)
Edited: There now, thank you!
OK, it's still not working for me.
I don't know what happens, everything looks good, then it renders out bright white. I'm gonna have to find some time and tear it apart. But it's gonna have to wait. :(
Sorry!!
Great portrait, gypsyangel! I think you used one of SAV's gorgeous hairs - right?
Here is Mace in Flipmode's 'Oasis' tent (with parrotdolphin's 'Dirty-Pretty' shader):
Yep, that's Ades hair at Rendo.
This portrait you did was awesome! Love the lighting!!
Thank you! I love to play with light.
What Mace looks like with 25% Darius head applied.
Gorgeous.
Finally got the render done, like early this morning lol. Anyhow, a Mace in action
Guardian of the Dead
He looks freakin' amazing! Nice work!!
Anagenessis and Iray Uber shaders side-by-side, Anagenessis on the right. I did that one first, and in between renders, it occurred to me that you could put the LIE presets on a geometry shell and make them glow. So I did. (The attachment is 2000px wide, so you'll get a better look with that than with the embedded version, above.)
NSFW nude render in the deviantArt account in my sig.