Will DAZ3D not support HD tech on normal Genesis 1 figures?

24

Comments

  • Male-M3diaMale-M3dia Posts: 3,581
    edited December 1969

    RKane_1 said:
    Great. I might buy it, I may not.

    But if you were to build an M5HD figure up to your usual standards, you would have my money but I won't hold my breath.

    And any other vendor that still loves G1 and has good skills, I am game. So is my money.

    As a PA, it would really be a vanity product as sales usually don't support revisiting previous generation or even products from over a year old. The sales would not justify my time unless I just don't have anything else to make or have lots of free time... and I'm already backed up with items in the queue, ready to be packaged up or released that I know will sell a lot more. Making HD items is extra work and considering how my last two G1 item sales were far below any other products of that generation and had far more work involved then the G2 items selling far above my G1s, I can't justify making anything unless it's filling a serious need and I see far more things needing filled in in G2 than G1.

  • TimbalesTimbales Posts: 2,332
    edited December 1969

    I wish G2M and G2F were separate figures like Mike and Vicky were. It seems that the hurdle with the GF figures was breasts and UV stretching. Now I think the G2M figures are hampered by breasts. The ladies are what sells, so I understand the reasoning. Just my opinion.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    RKane_1 said:
    Great. I might buy it, I may not.

    But if you were to build an M5HD figure up to your usual standards, you would have my money but I won't hold my breath.

    And any other vendor that still loves G1 and has good skills, I am game. So is my money.

    As a PA, it would really be a vanity product as sales usually don't support revisiting previous generation or even products from over a year old. The sales would not justify my time unless I just don't have anything else to make or have lots of free time... and I'm already backed up with items in the queue, ready to be packaged up or released that I know will sell a lot more. Making HD items is extra work and considering how my last two G1 item sales were far below any other products of that generation and had far more work involved then the G2 items selling far above my G1s, I can't justify making anything unless it's filling a serious need and I see far more things needing filled in in G2 than G1.

    Which kind of makes the point for making HD open to the community...

    And for that matter, since there is no real technical reason that it can't be used on ANY subdividable mesh (there are other, programming restrictions that prevent it from being used on non-DSON meshes), an 'open' form could be restricted to props and/or Genesis 1...it's not black magic or anything. The closest thing I can think of to what it actually is...Blender's multi-res modifier.

    But right now it looks like we are back to a split level Content Creation Toolkit...how sad.

  • Male-M3diaMale-M3dia Posts: 3,581
    edited December 1969

    mjc1016 said:

    Which kind of makes the point for making HD open to the community...

    I would guess since it's new tech, they're recouping their investment on it, so if you want access you would have to have it sold here.... which you can't do if you just give it away. Also since it is new, it doesn't need to be out in the wild. DAZ is a business foremost, and they do have to make money to keep the store open.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    mjc1016 said:

    Which kind of makes the point for making HD open to the community...

    I would guess since it's new tech, they're recouping their investment on it, so if you want access you would have to have it sold here.... which you can't do if you just give it away. Also since it is new, it doesn't need to be out in the wild. DAZ is a business foremost, and they do have to make money to keep the store open.

    Nevermind...had a long post typed out that probably would have ended up on the cutting room floor.

  • wizwiz Posts: 1,100
    edited December 1969

    RKane_1 said:
    The V6 and M6 models are beautiful figures. I have 'em. I have converted all my Genesis morphs to them.

    I also, however, like V5 and M5 and I also think HD would look great on them as well. It would improve the look of the figure for close-ups.

    Can't be many arguments about that.


    HD also improves the look of figures in the hard raking light I like for a lot of applications. Any time light is within a few degrees of parallel to a surface, the HD figures really show their worth. It also is a quick way to see "bad" HD.

    That said, I'm not really getting the whole "HD thing".

    I have several HD figures, and several others detailed with displacement maps, and frankly, I'm having trouble seeing the difference, either in closeups or with raking light. And displacement maps seem so much easier to create and so much easier to use.
    * No "secret" tools, beyond a decent 3D paint program, and most of us have several.
    * They're cross platform. Poser, Max, Carrara, Blender, etc. use them.
    * Displacement maps work (to varying degrees of success, granted) with any figure having compatible UVs, you don't have to have identical meshes.
    * Less resource intensive.
    * Three words: Layered Image Editor.
    * Three more words: Animated Textures Script.

  • Male-M3diaMale-M3dia Posts: 3,581
    edited December 1969

    wiz said:
    RKane_1 said:
    The V6 and M6 models are beautiful figures. I have 'em. I have converted all my Genesis morphs to them.

    I also, however, like V5 and M5 and I also think HD would look great on them as well. It would improve the look of the figure for close-ups.

    Can't be many arguments about that.


    HD also improves the look of figures in the hard raking light I like for a lot of applications. Any time light is within a few degrees of parallel to a surface, the HD figures really show their worth. It also is a quick way to see "bad" HD.

    That said, I'm not really getting the whole "HD thing".

    I have several HD figures, and several others detailed with displacement maps, and frankly, I'm having trouble seeing the difference, either in closeups or with raking light. And displacement maps seem so much easier to create and so much easier to use.
    * No "secret" tools, beyond a decent 3D paint program, and most of us have several.
    * They're cross platform. Poser, Max, Carrara, Blender, etc. use them.
    * Displacement maps work (to varying degrees of success, granted) with any figure having compatible UVs, you don't have to have identical meshes.
    * Less resource intensive.
    * Three words: Layered Image Editor.
    * Three more words: Animated Textures Script.

    But can you mix displacement maps? Also displacement only works with a particular UV; you see with Genesis, there's multiple UVs so displacement get more restrictive. LIE doesn't blend particularly well with some textures.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    wiz said:

    * No "secret" tools, beyond a decent 3D paint program, and most of us have several.

    As far as I can tell...no 'secret tools' needed to MAKE them...just some sort of 'members only' way of getting DS to recognise them...

  • Herald of FireHerald of Fire Posts: 3,504
    edited February 2014

    TimG said:
    I wish G2M and G2F were separate figures like Mike and Vicky were. It seems that the hurdle with the GF figures was breasts and UV stretching. Now I think the G2M figures are hampered by breasts. The ladies are what sells, so I understand the reasoning. Just my opinion.
    G2M and G2F are separate figures in the exact same way Vicky and Mike were. That is to say, not much different at all on the surface.

    Michael 4 was a direct morph of Victoria 4. The Kids 4 also fall into this category, being a direct descendent of the previous mesh. The have the same number of polygons, they have the same topology, and it's possible to make an M4 morph for Victoria 4 just by using exporting Michael and using him as a morph target. If you want further evidence, then look between the legs in wireframe mode. All the Gen4 figures have dozens of extra polygons presumably intended for genital morphs. Given the arrangement, it's clear those polys weren't intended for male genitals either.

    Genesis 2 differs somewhat in that they're using weight maps which helps with bending, and because they each have different weight mapping, each one bends more naturally. Genesis 1 on the other hand had 1 set of weight maps for both male and female figures, which is why there were a lot of behind-the-scenes morphs to remedy the androgynous nature.

    Post edited by Herald of Fire on
  • TimbalesTimbales Posts: 2,332
    edited December 1969

    TimG said:
    I wish G2M and G2F were separate figures like Mike and Vicky were. It seems that the hurdle with the GF figures was breasts and UV stretching. Now I think the G2M figures are hampered by breasts. The ladies are what sells, so I understand the reasoning. Just my opinion.
    G2M and G2F are separate figures in the exact same way Vicky and Mike were. That is to say, not much different at all on the surface.

    Michael 4 was a direct morph of Victoria 4. The Kids 4 also fall into this category, being a direct descendent of the previous mesh. The have the same number of polygons, they have the same topology, and it's possible to make an M4 morph for Victoria 4 just by using exporting Michael and using him as a morph target. If you want further evidence, then look between the legs in wireframe mode. All the Gen4 figures have dozens of extra polygons presumably intended for genital morphs. Given the arrangement, it's clear those polys weren't intended for male genitals either.

    Genesis 2 differs somewhat in that they're using weight maps which helps with bending, and because they each have different weight mapping, each one bends more naturally. Genesis 1 on the other hand had 1 set of weight maps for both male and female figures, which is why there were a lot of behind-the-scenes morphs to remedy the androgynous nature.

    Michaels 4 & 5 didn't have moobs, though

  • Herald of FireHerald of Fire Posts: 3,504
    edited February 2014

    TimG said:
    Michaels 4 & 5 didn't have moobs, though
    I haven't noticed breasts on Michael 6 yet. If you're talking about the rigging which allows for movement in that area then I should like to point out that it's possible to flex your pecs in the real world, and thus it makes sense to keep it in. Use it if needed, or not.
    Post edited by Herald of Fire on
  • TimbalesTimbales Posts: 2,332
    edited December 1969

    TimG said:
    Michaels 4 & 5 didn't have moobs, though
    I haven't noticed breasts on Michael 6 yet.

    I think all the G2M figures have very ample pecs in their default state, where the rest of their musculature isn't as pronounced.

  • Coon RaCoon Ra Posts: 200
    edited December 1969


    But can you mix displacement maps? Also displacement only works with a particular UV; you see with Genesis, there's multiple UVs so displacement get more restrictive. LIE doesn't blend particularly well with some textures.

    I just realized that yes, in an advanced piece of software like say Modo I could do it without any problem. I could combine any set of dislacement maps in any mode with any desired value. Moreover, I'd have no restrictions on UV sets. The mesh can have as much UV maps as needed and thus any displacement map can be used with corresponding UV coordinates. So, it is not some sort of technological impossibility, it's the DAZ's decision not to implement that technological solution in DS.
  • Male-M3diaMale-M3dia Posts: 3,581
    edited December 1969

    Coon Ra said:

    But can you mix displacement maps? Also displacement only works with a particular UV; you see with Genesis, there's multiple UVs so displacement get more restrictive. LIE doesn't blend particularly well with some textures.

    I just realized that yes, in an advanced piece of software like say Modo I could do it without any problem. I could combine any set of dislacement maps in any mode with any desired value. Moreover, I'd have no restrictions on UV sets. The mesh can have as much UV maps as needed and thus any displacement map can be used with corresponding UV coordinates. So, it is not some sort of technological impossibility, it's the DAZ's decision not to implement that technological solution in DS.

    I have modo as well, and no you can't mix UVs in the manner I'm speaking.

  • RKane_1RKane_1 Posts: 3,037
    edited December 1969

    RKane_1 said:
    Great. I might buy it, I may not.

    But if you were to build an M5HD figure up to your usual standards, you would have my money but I won't hold my breath.

    And any other vendor that still loves G1 and has good skills, I am game. So is my money.

    As a PA, it would really be a vanity product as sales usually don't support revisiting previous generation or even products from over a year old. The sales would not justify my time unless I just don't have anything else to make or have lots of free time... and I'm already backed up with items in the queue, ready to be packaged up or released that I know will sell a lot more. Making HD items is extra work and considering how my last two G1 item sales were far below any other products of that generation and had far more work involved then the G2 items selling far above my G1s, I can't justify making anything unless it's filling a serious need and I see far more things needing filled in in G2 than G1.

    Sounds like you are busy. No need to bother yourself with it, then.

    Bye. :)

    Anyone else want my money? :)

    Anyone else interested in this option for Genesis 1?

  • ChoholeChohole Posts: 33,604
    edited December 1969

    Please remember to address the topic of the thread without getting into yet another war of the figures. The thread is not about which figure is better, it is asking a specific question about the HD morphs. Thankyou.

  • Richard HaseltineRichard Haseltine Posts: 100,781
    edited December 1969

    Coon Ra said:

    But can you mix displacement maps? Also displacement only works with a particular UV; you see with Genesis, there's multiple UVs so displacement get more restrictive. LIE doesn't blend particularly well with some textures.

    I just realized that yes, in an advanced piece of software like say Modo I could do it without any problem. I could combine any set of dislacement maps in any mode with any desired value. Moreover, I'd have no restrictions on UV sets. The mesh can have as much UV maps as needed and thus any displacement map can be used with corresponding UV coordinates. So, it is not some sort of technological impossibility, it's the DAZ's decision not to implement that technological solution in DS.

    I have modo as well, and no you can't mix UVs in the manner I'm speaking.

    On the face of it, modo can do that - each image locator specifies which UV map it uses (or that it uses a projection mode instead of UVs) so yes, you could layer a displacement map using one set of UVs with another using a different set. I wish DS had made the UV set an image and not a surface setting, but people complain about the complexity of the modo system so it's not a simple case of one system being better than the other.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Here's a pretty simple way of looking at it...HD morphs ARE the higher resolution MESH that displacement maps can be baked FROM. So they are a geometry feature, not a surface feature. That said...you can still add UV dependent displacement to an HD morphed figure for even more detail/surface features/etc.

  • Richard HaseltineRichard Haseltine Posts: 100,781
    edited December 1969

    HD morphs do offer things that displacement doesn't, such as undercuts (vector displacement can do that, but not standard normal displacement which is what DS does natively - though you could use a custom shader, or Shader Mixer, to get a similar result).

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    HD morphs do offer things that displacement doesn't, such as undercuts (vector displacement can do that, but not standard normal displacement which is what DS does natively - though you could use a custom shader, or Shader Mixer, to get a similar result).
    Is that implying that vector displacement is plausible in Daz Studio? I'm intrigued now...
  • linvanchenelinvanchene Posts: 1,382
    edited July 2014

    edited and removed by user

    Post edited by linvanchene on
  • Richard HaseltineRichard Haseltine Posts: 100,781
    edited December 1969

    It's saying you can DIY - just use Shader Mixer, say, to split the colour into RGB values and use them (with a scale factor, perhaps) to offset the P value from the Variable brick and feed it into the P input of a Bump/Displacement root brick as I recall.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    HD morphs do offer things that displacement doesn't, such as undercuts (vector displacement can do that, but not standard normal displacement which is what DS does natively - though you could use a custom shader, or Shader Mixer, to get a similar result).
    Is that implying that vector displacement is plausible in Daz Studio? I'm intrigued now...

    In ShaderMixer or ShaderBuilder...probably, but I'm not sure everything needed is in the available bricks.

    3DL does support vector displacement.

    There is a pretty simple one on the 3DL forums that may be fairly easy to implement, but it does have limitations...it tends to develop cracks with the raytrace hider, but with usual hider it works. So a custom one, from straight sl code would probably be easier...

  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    This just as some basic information what the rest of the world is doing while in DAZ studio we have to be grateful to get access to some simple level 2 subdivisions. Perhaps you can now understand a bit more why I find this whole situation that frustrating.
    Just as a minor correction, but there are 3 levels of subdivision on the HD figures, hence their claim of 64 times the detail (4x4x4). This puts Genesis 2 at just over 1.3 million polygons.
  • Zev0Zev0 Posts: 7,089
    edited February 2014

    You can go up to sub-D level 9, but that is just overkill at this stage. We were advised to stay at lvl 3 for now based on overall current system specs. If we go higher at this stage, there will be lots of people who's systems won't be able to handle it, so as time goes on, we will up the levels. My Zbrush dies at sub-D level 6 lol, so imagine in the future the amount of detail that can be achieved.

    Post edited by Zev0 on
  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    Holy smokes... Sub-D level 9 puts Genesis 2 at a CPU crunching 5.5 billion polygons. I think I just killed Daz to test that one out...

  • RAMWolffRAMWolff Posts: 10,212
    edited December 1969

    Zev0 said:
    You can go up to sub-D level 9, but that is just overkill at this stage. We were advised to stay at lvl 3 for now based on overall current system specs. If we go higher at this stage, there will be lots of people who's systems won't be able to handle it, so as time goes on, we will up the levels. My Zbrush dies at sub-D level 6 lol, so imagine in the future the amount of detail that can be achieved.

    ZBrush 5 is going to have 64 bit version so those limitations will be gone if you have a good system with allot of RAM.

  • RKane_1RKane_1 Posts: 3,037
    edited December 1969

    RAMWolff said:
    Zev0 said:
    You can go up to sub-D level 9, but that is just overkill at this stage. We were advised to stay at lvl 3 for now based on overall current system specs. If we go higher at this stage, there will be lots of people who's systems won't be able to handle it, so as time goes on, we will up the levels. My Zbrush dies at sub-D level 6 lol, so imagine in the future the amount of detail that can be achieved.

    ZBrush 5 is going to have 64 bit version so those limitations will be gone if you have a good system with allot of RAM.

    Egads! I cannot wait!

    ... will that be a free upgrade or will I have to buy it again?

  • Coon RaCoon Ra Posts: 200
    edited February 2014

    Coon Ra said:

    But can you mix displacement maps? Also displacement only works with a particular UV; you see with Genesis, there's multiple UVs so
    displacement get more restrictive. LIE doesn't blend particularly well with some textures.

    I just realized that yes, in an advanced piece of software like say Modo I could do it without any problem. I could combine any set of
    dislacement maps in any mode with any desired value. Moreover, I'd have no restrictions on UV sets. The mesh can have as much UV maps
    as needed and thus any displacement map can be used with corresponding UV coordinates. So, it is not some sort of technological
    impossibility, it's the DAZ's decision not to implement that technological solution in DS.

    I have modo as well, and no you can't mix UVs in the manner I'm speaking.

    I do not get what manner of mixing UVs you are speaking. Research the materiel. Obtaining the modo license doesn't mean you learned it.
    Here is an example of mixed uv mapping displacement usage that I meant (would be nice to have this in DS, too):

    PS: I think adding UV mix mode with output scene or mesh displacement backing function would bring to DS additional advantage to mean it for more advanced using in CG in general.

    Image_maps_settings.jpg
    638 x 698 - 115K
    Two_UV_maps_for_single_object.jpg
    662 x 698 - 94K
    Preview_render.jpg
    440 x 440 - 55K
    Post edited by Coon Ra on
  • Male-M3diaMale-M3dia Posts: 3,581
    edited December 1969

    Coon Ra said:
    Coon Ra said:

    But can you mix displacement maps? Also displacement only works with a particular UV; you see with Genesis, there's multiple UVs so
    displacement get more restrictive. LIE doesn't blend particularly well with some textures.

    I just realized that yes, in an advanced piece of software like say Modo I could do it without any problem. I could combine any set of
    dislacement maps in any mode with any desired value. Moreover, I'd have no restrictions on UV sets. The mesh can have as much UV maps
    as needed and thus any displacement map can be used with corresponding UV coordinates. So, it is not some sort of technological
    impossibility, it's the DAZ's decision not to implement that technological solution in DS.

    I have modo as well, and no you can't mix UVs in the manner I'm speaking.

    I do not get what manner of mixing UVs you are speaking. Research the materiel. Obtaining the modo license doesn't mean you learned it.
    Here is an example of mixed uv mapping displacement usage that I meant (would be nice to have this in DS, too):

    PS: I think adding UV mix mode with output scene or mesh displacement backing function would bring to DS additional advantage to mean it for more advanced using in CG in general.

    I was speaking of displacement and easy of use, which those images you posted do not show. That's what I was speaking of.

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