Ambient Occlusion Maps for G3 or G8

Hello, anybody knows where can I get some AO maps for G3 or G8?

Thanks

Comments

  • FSMCDesignsFSMCDesigns Posts: 12,755

    Don't know of any, but feel they are pretty pointless for use in Daz Studio and Iray.IMO

  • iRay is supposed to calculate all that. One thing you can do that has a controllable strength is to use a negative emissivity of 1500 lumens per square metre (to begin with - test for your conditions) on the skin. Has the same effect as it preferentially sucks light out of areas facing each other.
  • FSMCDesigns said:

    Don't know of any, but feel they are pretty pointless for use in Daz Studio and Iray.IMO

    Im using Daz Figures on a game engine, this is why I need some AO maps

  • richardandtracy said:

    iRay is supposed to calculate all that. One thing you can do that has a controllable strength is to use a negative emissivity of 1500 lumens per square metre (to begin with - test for your conditions) on the skin. Has the same effect as it preferentially sucks light out of areas facing each other.

    Im using Daz Figures on a game engine, this is why I need some AO maps

  • FSMCDesignsFSMCDesigns Posts: 12,755

    hazneliel_cc85b88108 said:

    richardandtracy said:

    iRay is supposed to calculate all that. One thing you can do that has a controllable strength is to use a negative emissivity of 1500 lumens per square metre (to begin with - test for your conditions) on the skin. Has the same effect as it preferentially sucks light out of areas facing each other.

    Im using Daz Figures on a game engine, this is why I need some AO maps

    You will need to create them yourself then in a UVMapping app. Make sure you have the interactive licenses for all the models used in your game also.

  • richardandtracy said:

    iRay is supposed to calculate all that. One thing you can do that has a controllable strength is to use a negative emissivity of 1500 lumens per square metre (to begin with - test for your conditions) on the skin. Has the same effect as it preferentially sucks light out of areas facing each other.

    Im using Daz Figures on a game engine, this is why I need some AO maps

    Yep, that would make things difficult. I am sorry, I know of none, or even a good program/package that could help make them. There is probably a program that can.. Now bear in mind that I cannot verify this because I cannot run Blender on my machine due to AV software, but it appears Blender can be used to create them.

  • JonstarkJonstark Posts: 2,738

    You could use Materialize to make AO maps from your DAZ textures:  https://boundingboxsoftware.com/materialize/

    It's free.  I just found it thanks to another forum member.  Although I'm using it to make Normal Maps from my DAZ textures.

  • joseftjoseft Posts: 310

    i cant speak from experience, but i would think that any 2D to 2D map conversion tool would not give the greatest results. Or at least, not as good as the maps being generated in 3D space using a proper texturing tool. 

    Substance Painter can easily and quickly create AO maps for you. 

     

  • Jonstark said:

    You could use Materialize to make AO maps from your DAZ textures:  https://boundingboxsoftware.com/materialize/

    It's free.  I just found it thanks to another forum member.  Although I'm using it to make Normal Maps from my DAZ textures.

    Thanks for the suggestion, I am familiar with materialize and unfortunately it wont help me create AO maps since it uses the textures and AO information is not on the Daz textures but instead it needs th geometry of the model to calculate how shadows are created.

  • joseft said:

    i cant speak from experience, but i would think that any 2D to 2D map conversion tool would not give the greatest results. Or at least, not as good as the maps being generated in 3D space using a proper texturing tool. 

    Substance Painter can easily and quickly create AO maps for you. 

    That might work but I am not familiar with substance painter, how should I do it? just import the fbx and press a button? Will it generate AO maps for each texture? I mean for arms, torso, legs, and face maps?

  • joseftjoseft Posts: 310
    edited September 2021

    hazneliel_cc85b88108 said:

    joseft said:

    i cant speak from experience, but i would think that any 2D to 2D map conversion tool would not give the greatest results. Or at least, not as good as the maps being generated in 3D space using a proper texturing tool. 

    Substance Painter can easily and quickly create AO maps for you. 

    That might work but I am not familiar with substance painter, how should I do it? just import the fbx and press a button? Will it generate AO maps for each texture? I mean for arms, torso, legs, and face maps?

    You would need a little learning on how to use substance painter yes.

    the general process is you would export the character at low res, again at high res. Start new project in painter, use low res mesh as the base object, go into bake settings, set the high res mesh and set the rest of the bake settings as required. Hit bake, wait for it to finish and then export the resulting AO maps. You could probably get away with skipping the usual low poly/high poly workflow and just use the one mesh for baking the AO map, but you might get slightly worse results.

    Substance does support UDIM tiles, so if you set the settings correctly, it will bake a map for each UV tile (arms/legs etc) on the character automatically. 

    I did a quick test and there were a few issues. One is that there are some artifacts on the maps, which are basically the result of the baker thinking that the geometry was intersecting at certain points. This is due to a combination of the pose the character is in and the bake settings. So for best results i think posing the character a bit before bake would be a good idea. Turn the arms close to T pose instead of A pose, for the legs push them out a bit further. Also use the character morphs to spread the fingers and toes a bit. Also some playing with the bake settings for this would be needed. 

    The other thing that would be good to do is assign a generic shader to every surface on the character. By default when you import into substance, it will treat each surface that has a unique surface shader as a different texture, leading to it doing a map for everything individually. Like, the cornea, fingernails etc. If you assign the same shader to the entire character it will only do one map per UV tile. Not doing this step wouldnt corrupt the results, it just means you end up with way more maps than you need. 

    Sounds a bit more complicated than it is, but once you have a basic understanding of substance its no so bad and will just need a bit of dialling in the bake settings

    ill have another go when i can

    edit - tried again and came out pretty well. i dont mind sharing them with you....im just not sure if that is allowed. Made them using the base G8, so i think that makes it ok...but would like someone to confirm that 

    Post edited by joseft on
  •  

    edit - tried again and came out pretty well. i dont mind sharing them with you....im just not sure if that is allowed. Made them using the base G8, so i think that makes it ok...but would like someone to confirm that \

    That is fantastic, I hope you can share them with me, it is ok to share your baked maps since you are not sharing any licensed product, everytone is able to share their 2D images rendered from a Daz product.

  • RawArt said:

    My Resource set comes with AO maps  https://www.daz3d.com/raw-skins1-pbr-merchant-resource-textures-for-genesis-81-female

    Looks interesting, before I buy would you be able to provide a sample? Something like the samples you show on your promo

    I have bought some other products that say they include AO maps but they are not really AO maps. Just want to make sure it is what I am looking for.

    Thanks

    skin-promo.jpg
    503 x 1182 - 97K
  • RawArtRawArt Posts: 5,898

    It is quite likely that what we need for d/s is different than what you would need for a game

    AO-X.jpg
    800 x 800 - 98K
  • RawArt said:

    It is quite likely that what we need for d/s is different than what you would need for a game

    That looks great, I think I will get it. Thanks!

  • RawArt said:

    It is quite likely that what we need for d/s is different than what you would need for a game

    Would you happen to have Sub Surface Scattering maps?

  • RawArtRawArt Posts: 5,898
    edited September 2021

    Here is a list of Maps in the set

    • 09 Diffuse
    • 01 Bump
    • 01 Roughness
    • 06 Height
    • 10 Normal
    • 07 Specular
    • 07 Translucency
    • 06 Ambient Occlusion
    • 03 Transparency

    depending on how your game reads things...maybe the translucency maps would suit

    Also be aware that this is for G8.1 Female  not G8 Female

    Post edited by RawArt on
  • RawArt said:

     

    Also be aware that this is for G8.1 Female  not G8 Female

    Thanks, do they not have the same UVs?

  • RawArtRawArt Posts: 5,898

    hazneliel_cc85b88108 said:

    RawArt said:

     

    Also be aware that this is for G8.1 Female  not G8 Female

    Thanks, do they not have the same UVs?

    Nope...thats why I mentioned it

  • RawArt said:

    hazneliel_cc85b88108 said:

    RawArt said:

     

    Also be aware that this is for G8.1 Female  not G8 Female

    Thanks, do they not have the same UVs?

    Nope...thats why I mentioned it

    Unfortnately I learned that too late, would have to request a refund...

  • blazblaz Posts: 261

    RawArt said:

    hazneliel_cc85b88108 said:

    RawArt said:

     

    Also be aware that this is for G8.1 Female  not G8 Female

    Thanks, do they not have the same UVs?

    Nope...thats why I mentioned it

    Unfortnately I learned that too late, would have to request a refund...

    You can convert them to G8 with Map Transfer in Studio.
  • blaz said:

    hazneliel_cc85b88108 said:

    RawArt said:

    hazneliel_cc85b88108 said:

    RawArt said:

     

    Also be aware that this is for G8.1 Female  not G8 Female

    Thanks, do they not have the same UVs?

    Nope...thats why I mentioned it

    Unfortnately I learned that too late, would have to request a refund...

    You can convert them to G8 with Map Transfer in Studio.
     
    Interesting, could you tell me more about that tool?
    Thanks
  • FSMCDesignsFSMCDesigns Posts: 12,755

    hazneliel_cc85b88108 said:

    blaz said:

     
    Interesting, could you tell me more about that tool?
    Thanks

    https://www.deviantart.com/sickleyield/journal/Tutorial-The-Map-Transfer-Utility-368686796

     

  • hazneliel_cc85b88108 said:

    blaz said:

    hazneliel_cc85b88108 said:

    RawArt said:

    hazneliel_cc85b88108 said:

    RawArt said:

     

    Also be aware that this is for G8.1 Female  not G8 Female

    Thanks, do they not have the same UVs?

    Nope...thats why I mentioned it

    Unfortnately I learned that too late, would have to request a refund...

    You can convert them to G8 with Map Transfer in Studio.
     
    Interesting, could you tell me more about that tool?
    Thanks

    This thread may also help: https://www.daz3d.com/forums/discussion/502871/howto-create-missing-genesis-8-skin-parts-on-torso-surface-from-genesis-8-1-body-and-head-surfaces

  • SadeSade Posts: 883

    i didnt read the comments, but if you still need maps, im gladly bake it to you, sade at earthdawn dot co dot hu

  • Sade said:

    i didnt read the comments, but if you still need maps, im gladly bake it to you, sade at earthdawn dot co dot hu

    Hey, sorry for the super late reply, I still need a few and would really appreciate if you can bake some for G3 Female.

    Thanks a lot!

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