Hair and Artifacts around the face

whispers65whispers65 Posts: 952
edited December 1969 in Daz Studio Discussion

I have a basic character of Justin using Zac hair. With Justin, I get artifacts (I think that is what they are referred to) around the eyes as shown in the picture.

I did my homework and searched and searched until I found a thread that basically talked about the same thing except it was a different hairstyle. I think it was Duke. Anyway, I tried the suggestions and basically come up with this "solution" for me:

0) Load my custom Justin character (really just Justin with Jeremy shading)
1) Create Julie
2) Add Zac Hair to Julie
3) From Zac Hair change Fit to Justin
4) Under Actor on Zac Hair, change FBMJulie to something like 60.0 (depends on your preference for fullness, shagginess, etc)
5) Set FBMJustin to 0
6) Set PHMHideOuterLashes to 0

The other image shows the results and it appears to "fix" the problem for me.

I then save the file, usually as a scene file in this case as I normally make premade characters with clothes, etc.

The issue? Once I reload the file back, everything reverts back to Justin. FBMJulie is no longer an option under actor. I've tried this several times to make sure I was indeed saving the file.

So in the short run I can manually do these steps each time. Before it wasn't much of a problem as the renders were far away or I turned the character. Now, I want to do close up facial shots like a family portrait or something.

Is there a better way to make this fix more permanent or another way to fix it? I've played around with all of the adjustments on Zac hair as well as the hair styles.

Thank you for your time. As always, it is much appreciated!

Screenshot_(6).png
1920 x 1080 - 1005K
Screenshot_(4).png
1920 x 1080 - 1011K

Comments

  • Scott LivingstonScott Livingston Posts: 4,340
    edited March 2013

    If you look on your screenshot, you should see little icons on the sliders that look like open locks. After applying your fix, try locking the ones you use (by clicking on the lock icon), and see if that solves the problem.

    In my hair tutorial (linked in my signature) I discuss this distortion problem and some things you can do about it, but your method seems like a very good one as far as Justin is concerned. It's in Section 8.2 (about halfway down this post).

    Post edited by Scott Livingston on
  • whispers65whispers65 Posts: 952
    edited December 1969

    If you look on your screenshot, you should see little icons on the sliders that look like open locks. After applying your fix, try locking the ones you use (by clicking on the lock icon), and see if that solves the problem.

    In my hair tutorial (linked in my signature) I discuss this distortion problem and some things you can do about it, but your method seems like a very good one as far as Justin is concerned. It's in Section 8.2 (about halfway down this post).

    Hiya..actually I had read the tutorial before but didn't remember that part. At that time, I was reading about uber and how to make the render faster by turning off a couple of options.

    I did as suggested. I went in and locked the changes, saved, came back in and it didn't work. :(

    Oh well. I'm going to make a mini tutorial in Word or something so I remember what I'm doing. I tend to do something once, and then come back a while later and not remember all the settings so these days as I get older I make cheat sheets lol.

    Thank you for your suggestions anyway.

  • BejaymacBejaymac Posts: 1,886
    edited December 1969

    Don't tell me those ****in' Evo morphs STILL haven't been fixed, the damned things have been doing this since they were first released.

    The problem is that most of the head morphs have been set to "auto follow", this means they are added to anything you "fit to" Genesis that covers the head (Hair, hats etc), which causes the mesh to "distort" like in your picture, many of them should never, ever, EVER have been set to "auto follow".

  • whispers65whispers65 Posts: 952
    edited December 1969

    Bejaymac said:
    Don't tell me those ****in' Evo morphs STILL haven't been fixed, the damned things have been doing this since they were first released.

    The problem is that most of the head morphs have been set to "auto follow", this means they are added to anything you "fit to" Genesis that covers the head (Hair, hats etc), which causes the mesh to "distort" like in your picture, many of them should never, ever, EVER have been set to "auto follow".

    It hasn't been a problem for me up until now that I want to do closeups. Further away I haven't noticed as much. As long as there is a work around I'm fine with it. At work we are called the Kings and Queens of Work-Arounds lol so I'm used to it. It is interesting though if Justin and Julie are based upon the same character why it wouldn't work the same for both. At any rate, I'm glad in this case that is doesn't and allows for the work around.

  • Scott LivingstonScott Livingston Posts: 4,340
    edited December 1969

    Hmm... I'm going to look into this...I'll let you know if I figure something out.

  • Scott LivingstonScott Livingston Posts: 4,340
    edited March 2013

    Actually I tried that lock thing and it worked for me...did you keep Julie in the scene, or did you delete her? I have a feeling that she needs to stay in the scene for this to work, but I'm not sure about that (you can always hide her). Also, what version of DS are you using?

    Here are the sliders I locked:
    FBMJulie 60.0%
    PHMHideOuterLashes 0.0%
    FBMJustin 0.0%

    Post edited by Scott Livingston on
  • whispers65whispers65 Posts: 952
    edited December 1969

    Actually I tried that lock thing and it worked for me...did you keep Julie in the scene, or did you delete her? I have a feeling that she needs to stay in the scene for this to work, but I'm not sure about that (you can always hide her). Also, what version of DS are you using?

    Here are the sliders I locked:
    FBMJulie 60.0%
    PHMHideOuterLashes 0.0%
    FBMJustin 0.0%

    I delete her each time. I usually create a scene file for each of my characters so I can merge into other scenes. As far as version, I'm using 4.5.1.6.

    Thanks.

  • whispers65whispers65 Posts: 952
    edited December 1969

    Hmmmm...ok so since you said you had success I tried again.

    Basic Julie
    Basic Justin
    Zac hair to Julie
    Select Zac Hair, Change Fit to Justin
    FBMJustin to 0 under Actor
    FBMJulie to 60 under Actor
    PHMHideOuterLashes to 0 under Actor
    Save

    Came back in and it was messed up again with no FBMJulie option under Actor on Zac Hair. So the FBMJulie option is there when I change the "Fit to" and stays until I come back in. Also, in my tests each time I'm getting completely out of the program and coming back in from scratch then loading the file.

    So weird.

  • Scott LivingstonScott Livingston Posts: 4,340
    edited December 1969

    I have 4.5.1.56...I wonder if that could be it?

    I wonder...what if you add something like 0.01 Julie morph to Justin? Then, in theory, FBMJulie would stay as an option, even without a separate Julie character in the scene...

  • fixmypcmikefixmypcmike Posts: 19,583
    edited December 1969

    It's possible that the versions makes a difference. DS4.5.1.6 used version 1.6 of the Genesis Starter Essentials, while 4.5.1.56 uses 1.11, so they may have fixed some of the autofollow morph settings

  • barbultbarbult Posts: 24,240
    edited December 1969

    4.5.1.56 has the following fix:
    Fixed #48338 : Modified hidden auto-follow morphs in Genesis conformers do not survive scene DUF save→load cycle

  • whispers65whispers65 Posts: 952
    edited December 1969

    I have 4.5.1.56...I wonder if that could be it?

    I wonder...what if you add something like 0.01 Julie morph to Justin? Then, in theory, FBMJulie would stay as an option, even without a separate Julie character in the scene...

    It does stay. On reload, it is messed up but all of the ingredients are there to refix as opposed to keeping Julie in the scene.

  • whispers65whispers65 Posts: 952
    edited December 1969

    It's possible that the versions makes a difference. DS4.5.1.6 used version 1.6 of the Genesis Starter Essentials, while 4.5.1.56 uses 1.11, so they may have fixed some of the autofollow morph settings

    >>>>4.5.1.56 has the following fix:
    Fixed #48338 : Modified hidden auto-follow morphs in Genesis conformers do not survive scene DUF save→load cycle


    Ok I know I'm tired and need to go to bed for sure. But I'm confused. If the fix was in 4.5.1.56 and I'm using 4.5.1.6 isn't that the latest version?

  • fixmypcmikefixmypcmike Posts: 19,583
    edited December 1969

    No, like IP addresses, those are 4 integers separated by dots, not decimals.

  • whispers65whispers65 Posts: 952
    edited December 1969

    No, like IP addresses, those are 4 integers separated by dots, not decimals.

    Ok I'm used to higher the version number the later the program. So is updating just a matter of resetting downloads again and reinstalling without messing the settings up? Maybe this will solve my other problem too.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    No, like IP addresses, those are 4 integers separated by dots, not decimals.

    Ok I'm used to higher the version number the later the program. So is updating just a matter of resetting downloads again and reinstalling without messing the settings up? Maybe this will solve my other problem too.

    Four dot five dot one dot six or four dot five dot one dot fifty six...which is higher?

  • whispers65whispers65 Posts: 952
    edited December 1969

    mjc1016 said:
    No, like IP addresses, those are 4 integers separated by dots, not decimals.

    Ok I'm used to higher the version number the later the program. So is updating just a matter of resetting downloads again and reinstalling without messing the settings up? Maybe this will solve my other problem too.

    Four dot five dot one dot six or four dot five dot one dot fifty six...which is higher?

    Usually 4.5.1.6 but if like ip addresses explained above then .56 would be the greater higher.

  • Scott LivingstonScott Livingston Posts: 4,340
    edited December 1969

    Yeah, don't think of them as decimal points. It's confused a number of people, but 4.5.1.56 is the latest version, because 56 is greater than 6.

    For future reference, you can find out what the latest version number is by checking here: http://docs.daz3d.com/doku.php/public/software/dazstudio/4/start

  • whispers65whispers65 Posts: 952
    edited December 1969

    Yeah, don't think of them as decimal points. It's confused a number of people, but 4.5.1.56 is the latest version, because 56 is greater than 6.

    For future reference, you can find out what the latest version number is by checking here: http://docs.daz3d.com/doku.php/public/software/dazstudio/4/start

    I'm not going to stress over it but I know for the future how the numbers work for this program.

    I have t looked at the link yet but is there N easy way to tell the version for essentials? I'm thinking updating that will solve a other issue if I don't have the latest. Thank you for your time.

    From now on I'll check for an updated version first. I just didn't know there was one.

  • Scott LivingstonScott Livingston Posts: 4,340
    edited December 1969

    If you're using the DAZ Install Manager, that will notify you of when Genesis Starter Essentials is updated. Otherwise, go to the page linked in my last post, and click the "Announcement" link on the line of the "Public Release." That link goes to a forum post that should mention if Starter Essentials has been updated, and to which version.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    I sure hope the next beta/version is at least 4.5.1.7-something or so...

    The one definite thing about software versioning...there are NO RULES, each and every developer/company does it their own way and trying to apply/find general rules is maddening...

  • whispers65whispers65 Posts: 952
    edited December 1969

    mjc1016 said:
    I sure hope the next beta/version is at least 4.5.1.7-something or so...

    The one definite thing about software versioning...there are NO RULES, each and every developer/company does it their own way and trying to apply/find general rules is maddening...

    Yeah it does me. I beta test from time to time but as long as I know which way I'm fine lol. In this case I just want to make sure I have the latest to see if it helps with some other things. I'll try and get everything updated to night.

  • LuckBeLuckBe Posts: 93
    edited December 1969

    barbult said:
    4.5.1.56 has the following fix:
    Fixed #48338 : Modified hidden auto-follow morphs in Genesis conformers do not survive scene DUF save→load cycle

    Oh my goodness you just made my day. I missed that before, but now 90% of my hair issues with genesis can be fixed and STAY fixed.

  • whispers65whispers65 Posts: 952
    edited December 1969

    Woot! Woot! Thanks everyone. I did the upgrade and tested and the fix stays put when I load the scene back in.

    Now, I just need to make a cheat sheet so I'll remember the temp fix each time. But so far it's just for this one character.

  • whispers65whispers65 Posts: 952
    edited December 1969

    If you're using the DAZ Install Manager, that will notify you of when Genesis Starter Essentials is updated. Otherwise, go to the page linked in my last post, and click the "Announcement" link on the line of the "Public Release." That link goes to a forum post that should mention if Starter Essentials has been updated, and to which version.

    I do use DIM and bookmarked the page. Thanks again!

Sign In or Register to comment.