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Huh, that seems simple enough. I'll give it a spin and see what happens.
Disregard this post. I think I got it now.
While I haven't had a chance to use them beyond a few quick tests yet, I have the Subsurface Goop Shaders. I also saw but do not have the Subsurface Gummy & Plastic Shaders. Other than the obvious difference of the sugar-coated candy surface in the Subsurface Gummy & Plastic Shaders promo, is there a big important difference between these two products, or are they otherwise very similar collections and are minor variations of each other?
I would also be curious to see additional examples of some of the velvet settings from the Subsurface Toolbox product in use on cloth/clothing; it's not easy to see from the small teapots in the promo how those might actually look.
That render was one of many tests to make sure the shader would work well under more realistic situations. It uses my shader but the textures from M5. Because it is reliant on those textures it is not included in any of my sets but I'm thinking some skin presets with realism in mind will be appearing before too long.
Has any Skin Presets been released for the shader yet?, Just wanted to make sure I didn't miss them if they had been.
Would be an instant buy for me.
There are skin presets for the SSS part of the shader included with the shader. If you have bought any characters recently you might want to check and see if they have used the AoA SSS. If so you can always apply that over who ever your looking to update to the AoA. Just be sure to hold down the ctrl key when you do so you can select ignore on the drop down and keep your maps.
Hello there, I actually bough your tutorial.
I was just hoping that there would have been presets like the light presets by now, being that this is a really good shader.
More like the advance light presets but geared for different skin tones, effects. etc
Hey guys,
In this same thread there is an image posted by Age of Armour showing some pixel-art like renders
http://www.daz3d.com/forums/discussion/22193/P180
Is this type of render available in DAZ Studio ?
Turn the Render Settings, Dimensions, Pixels (output resolution) down to something like 64x64, or 32x32, and hit Render? (may also need to increase the brightness of the scene, as well as add in the black "gridlines" between pixels...).
Wow! Missed the update notices on this thread too so here is a reply that is a few months late but I did want to say that this looks great! Thanks for sharing sendit2menow42.
...OK working with the Toon SSS shaders and after applying the shader, the character's eyebrows disappear. Clicked on the eyebrow icon but that only gives her thin black eyebrows which is no good as she has red hair. For Genesis, there is no "eyebrow" zone in the Surfaces tab so there is no way to manually change the colour.
Hi Kyoto,
My goal there was to give the look of black plastic eyebrows. Sort of a stylistic interpretation of the drawn anime eyebrows of 80's anime and the look of some modern, PVC, anime figures. To get that effect it seemed best to make the brows a separate mesh rather than a part of the face texture. If eyebrows are painted on the face, they tend to look a bit blurry when high subsurface scattering is used.
There are a few options though. The eyebrows are a conforming figure and have their own material zone so you can select them and change the color from black to red.
Another option is to select genesis then go up to the top menu bar - create - new geometry shell. This will make a second skin for Genesis. Now select the geometry shell, look under parameters and turn off everything from "1_Lip" to "7_Tear" except for "1_SkinFace". What you are left with is a second skin for just the face. Now you can go to the geometry shell's surfaces tab and make an eyebrow shader for the "1_SkinFace" surface.
To do that you will need an opacity mask. Unfortunately this requires making one in Photoshop, Gimp or some image program. It is a little tricky to get realistic brows but sorta fun. Toon brows are easier. Just paint, draw, vector mask or whatnot the shape you want for the brows using a texture template as a guide for placement. V4's UV templates are probably pretty good to use since Genesis 1 and 2 support V4 (With the legacy figure add-ons).
I know that sounds like a bit of a pain, especially if you don't have experience using Photoshop or Gimp. But, if it is for your own use and not being distributed, you can load up some V4 face in texture that you like into an image editor, create a new layer and paint eyebrows on the new layer by tracing the brows on the existing face texture. Use white for the brush color. After they are traced create a solid black layer below the one with your white eyebrows. Now save that image, under a different name so you don't overwrite the face texture you used as a guide.
Now, back in DS, load that texture into the Opacity slot of the geometry shell's "1_Skin Face" slot. Dial the opacity to 100%... the default is 50% on geometry shells. Now you can adjust the Diffuse Color to be any thing you like. The geometry shell brows will appear right over the top of Genesis' face.
All that is something I was working on as part of either a stand alone set of various brows or as a "SSS Toon Shaders II" product. There was a limitation in DS which didn't allow it to work in all cases though so I shelved it. That limitation has been corrected now and I have been thinking of converting the set for Genesis 2. Is that something people would be interested in?
...thanks for the tip. I'll give it a try tonight.
The odd thing is I actually need to create "toon quality" eyebrows, they just need to match the hair colour. The project I am working on is a toon based morph of the character Merida from the film Brave for Genesis (still need to get better with Garibaldi Express to create the hair). The Toon shader looks great for her skin (she almost looks like the Pixar character) so the brows need to match the same quality.
...yes, an upgrade for Genesis2 would be great as many of us now have Generation X2 so we can import all of the Genesis1 morphs (including AIko5 and the other Genesis toon characters).
Have you tried putting Hitomi's eyebrows on her?
...not sure if I can as the original skin shader is Deborah for Julie.
Hitomi's brows are a conforming figure just like clothing
Skin Builder is another option.
...I only have the base character and am unable to find just the brows as a material set.
Skin Builder is another option.
...been on the wishlist but don't have the funds for it at the time.
...I only have the base character and am unable to find just the brows as a material set.
You can find the eyebrows under People>Genesis>Hair>Hitomi (or under Hair>Face in Smart Content).
I've noticed a several of the new skins I've bought use the AoA shader and 50% SSS. However, I'm trying to capture the underskin tone glows I get with ubersurface.
In the attached image test 101, both the same char using the same mats, major differences is the left is Uber and the right is AoA at 50%.
Test 103 is a different character with 100% SSS, but it still doesn't get the glow you get with uber. I don't want to bump the SSS up past 100% however I'm thinking that's the only thing to do. Is there something else I'm overlooking to get that kind of look?
...some use the HSS which is not the same as the AoA SSS.
Try messing with the Velvet settings and changing the color to a reddish/pinkish. I'm not sure if that's what will actually do it, but I know when I use DimensionTheory's Velvet-SkinB settings from his Subsurface Toolbox, my figure's skin will come out redder than I want (I usually use the SkinA settings).
As for the SSS strength, 50% is between low and mid according to these presets. Low around 30%, mid around 75%, and high cranked to 120%. Also take into account the SSS color setting.
Thank you.
Np. Hope any of it actually helps. lol
Absolutely interested.
disregard this post.
Solved my issue.
I am using the SS Toon Shaders, and I find that if I clasp the characters hands together, I am getting a glow. See below. I searched this thread and saw stuff about changing ID's but it is the same character, so I guess I can't do that? Any thoughts? (forgive the clasp pose, I am still working on that...)
Do you know if you have shadows turned on for all the lights? That might solve the issue if you don't.
Shadows should also be raytraced shadows not "deep shadow map".
No, I don't. I was using the Toon Lights from 3d Universe, and it separates out diffuse, Specular, IBL, etc. and only one has shadows. I did switch to normal distant lights for a render test, and when I had a single light, it was fine, but when I added a bounce and rim light, it got bad again. Is that a rule that must be followed with these shaders?