Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
The pane should be in Window>Panes(Tabs)>Face Transfer if you are using 4.12.0.86 Windows 64, if not check Help>About Installed Plug-ins - if it's disabled you may need (for now) a separate isntall of the required Visual C++ Distributable:
So, after this many tweaking, there's another Photo-to-3D software, HeadShop 11. Without any tweaking, dialing or Photoshop, it produced the head below. Repeat, no tweaking, just one click export.
There's another Photo-to-3D product called HeadShop 11. The enclosed pictures were made with HeadShop 11 - straight out of the box, one click. No dial spinning, Photoshop, nothing.
There's another Photo-to-3D product called HeadShop 11. Using Outrigger's picture. The enclosed pictures were made with HeadShop 11 - straight out of the box, one click. No dial spinning, Photoshop, nothing.
https://www.daz3d.com/forums/uploads/FileUpload/9b/5bb900624bf6eacab633f665c67d7a.jpg
I did the same picture using HeadShop 11. No tweakinmg, no dial spinning, no Photoshop. Just one click and export.
I think this is the technology that Daz is using for its face capturing:
http://www.itseez3d.com
If they're using 3rd party tools, then they might not have access to its source code, which means they won't be able to fix things or improve it. We can only hope for fixes on the Daz side.
I don't think itsees3d is the same tech. that is photogrametry using video. This is one image. I think Daz developed this themselves.
Look in the directory where Face Transfer creates its textures, and open up the wavefront .obj file.
You will see this line:
Video capture takes one picture at a time and converts it, so no difference there.
I have to agree with you. After trying the free version I'm not impressed with the morph. As a test, THIS is supposed to be Sandra Bullock. Not to mention the details of the face completely disapear. It's like the model is wearing a paper mask.
Speaking as a non-lawyer photographer, that's not exactly true. For example, if it's in public, you don't. Paparazzi?
Or in private, in some situations. There are plenty of resources online that go into detail, such as here: http://www.krages.com/phoright.htm, or in the UK, here: https://www.techradar.com/how-to/photography-video-capture/cameras/photographers-rights-the-ultimate-guide-1320949
While these are for photography, some of them would apply to 3D creations, such as satire or, in general, non-revenue producing work such as renders of people used here in the forums.
In short, a model release is normally required only when you hope to profit from the images.
I agree, at least in the USA, if it's for commercial purposes. like endorsing products. Then you need a release. otherwise, it's safe for fan art and other forms of media that are not commercial.. As far as I have seen.
This solved my problem. Thanks for the information.
Thank you, Dave230, for the info - it was a fun rabbit hole...
ChadCrypto : The photogrammetry is just the surface products offered at that site.
From connecting the dots, it looks like the itSeez3D's software that DAZ might be using is their Avatar SDK, which works from single front image (not video), and in this case, from a loaded image as opposed to a 'selfie'.
Though, without official DAZ confirmation, I couldn't say this is what they developed Face Transfer from, but one usually doesn't add another company's 'created by' into their OBJ export code. I believe this is at least, somewhat compelling evidence that Dave230 is correct.
If anyone is interested, this might be a more adept link regarding this :
https://itseez3d.com/avatar-sdk.html?utm_source=youtube&utm_medium=video&utm_campaign=avatar-sdk
and https://avatarsdk.com/
The lowpoly base Genesis 8 mesh
They use a different mesh model to display it in their apps, so the conversion isn't perfect.
You could try to do the conversion yourself, but you need all of these apps to do it:
- FaceGen Modeller - lets you export your FG model to a 3d format
- R3DS Wrap - lets you wrap a 3d model onto a mesh with a different topology
So, export your FG model to a 3d head bust, and then wrap the Genesis base character onto it using R3DS Wrap.
Use Morph Loader Pro to create a morph of it.
I don't have these apps, so I can't tell you if this will work flawlessly or not.
I can't find it the content page says this is already included in Daz studio where is it?
Yes but they export the highpoly Facegen head and use it to generate normal maps for their lowpoly game mesh heads.
Both FaceGen and HeadShop are simply way out of many peoples' budgets, including my own. Look at how much they are, at present, even with the discounts applied.
I think the problem has to do with holes. These Face apps like using meshes without holes, because it 's easier to work with, projections, and such. When they convert it to Daz, they have to cut holes in the mouth, nose, and eyes. This changes the shape, which might explain the upper lip problem that both ItSeez3D and Face Transfer have.
I have varying results, but one thing has been consistent so far. The faces I've produced all have "sparkling eyes." I see that with some of the renders shown here, but not others. I've changed out the eyes, and get different iris colors, but it doesn't get rid of the sparklies. I've edited the textures to blank out the eyes and that doesn't work either. Any ideas? The horizontal line with different reflectivity above and below is also always there, but not always at the same place.
I'm new enough that some guidance would be appreciated. Which surface settings in particular?
Its been a while, I usually apply a preset I made to fix it if I come across it these days. The surfaces in question would be the cornea and eyemoisture. You have options. One is to check that they have 'thin walled' toggled on. That might might solve it there. You could also apply a shader to them, like a thin-water shader. A thin water shader is included in the Daz Uber set that comes with Studio. Or you could copy a character that has better cornea settings and paste them over the face transfer ones (just the one surface). Or you could go through and plug some numbers in. I found a thread abut this issue, and there is a post that lists in detail what to fix the settings to.
https://www.daz3d.com/forums/discussion/207091/rendering-dark-eyes-in-iray
Once you have cornea and eyemoisture settings you like, you can save these as a material preset for future use.
Thanks for that. I played around with a number of settings, and most didn't do much, but there was a big improvement by moving Glossy Layered Weight from 1 to zero.
Take a look at https://www.daz3d.com/forums/discussion/comment/4903221/#Comment_4903221
and https://www.daz3d.com/forums/discussion/comment/4937121/#Comment_4937121
I have itseez3d product for Unity and the faces created with them looks better to me,
so I think Daz could improve Face Transfer in the future.
Unfortunately the lips problem exists also in Unity product, so maybe it is just the limit of this approach.
Face Transfer in Daz Studio is far more advanced though, because it creates full characters.
The product for Unity creates only the head without the body,
but it includes lip sync possibility from the web cam and many blendshapes (morphs) for the created faces.
maybe thats next .....
I will check that later, but since itseez3d product for Unity is for game use, I do not think the created heads are very high poly.