Genesis 9 Character Issue - Fewer Surfaces!?
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LOL I know even less about masks than I do geoshells... I'll look it up but if anyone has a good breakdown on them, I'd appreciate it.
yeah I dont think ive ever encountered an instance where ears and face should have different shader values. I sometimes see lips as having different settings, but often this will make the seam between the two surface groups apparent because there is no gradual falloff, which is ugly.
Eye socket could arguably be served well by a separate shader, but again, can just be handled with maps.
I'm sorry, but you may not post modified versions of the base maps - which that appeared to be.
I usually don't have much trouble with the seam, so long as I keep most of the settings identical and my tweaks subtle. Glossy lips aren't noticable, but dramatic color changes or transparency changes are. I do see where the ears could benefit from slightly more transparency than the face, but depending on the render, a map may indeed be a better choice.
Ok. I'm playing around with the Specular map, but I'm not seeing big changes. Do I need to paint with white or with black to increase gloss?
Any time you're working with greyscale "control" maps, think of white as "on" and black as "off" (or "plus" and "minus", respectively, on cases like displacement.)
Whiter will increase strength, blacker will reduce.
Ok. I think I've got it. Hopefully.
It was, sorry about that.
Do share your process. I'm not having any luck here.
Ok. Maybe I don't have it.
I tried to take the Specular Lobe 1 Roughness map, and I painted the top lip pure black and the bottom pure white. But there is very little difference. Yes, the bottom is more mat and the top more glossy, but not to the extent I'd like. It seems to make this work, you'd have to dial down the roughness which would then affect the entire face. So you'd have to redo the whole map, not just the lips. Quite a finicky solution to be sure.
Perhaps I should place the map on a different dial?
The lack of lip surface was one of the first things I noticed. I ended up just using the Geometry Editor to create a new surface for the lips, mainly so I can control specularity individually without the need to create a separate map.
Overall, and in my opinion, it looks like G9 has gone forward a few steps in some places and back in others. Still having fun with it though!
It looks like I may have to do that as well. It's a shame because the one major area of improvement I noticed with G9 was the lips, as far as the detail and how they transitioned.
Changes like this are par for the course. It seems almost without fail, that so many companies will come out with something new, that has some great features, but then they cut old ones. We can never have it all.
My problem isn't purely a lack of sufficient G9 surfaces.
I've had this issue with G8 and earlier versions. My lighting setup doesn't tend to provide enough eye reflectivity of the lights. I also dial up Cornea Bulge on my figures and finally created a cornea material shader that gives more glossy/reflectivity/specular highlights to the eyes. I apply my cornea adjustment shader every time I change the eye materials. It works well.
Until G9. :)
I decided to try a rather brute force and inelegant solution to get the eye glints that I want from my lighting rig. I'm sure there are other ways to achieve this (perhaps by using the Geometry Editor to create a new Cornea surface, or maybe a geoshell of the cornea.) I'm not that smart, though. LOL!
Instead, in about 15 minutes, I created a quick and dirty contact lens/cornea overlay. A simple sphere sized and parented to the eye and lined up with the existing cornea. Then I applied my custom cornea shader. Works like a charm. Even if it is a bit crude and rough.
For my style of renders, using my lighting, this has made me happy. Would I have liked to have more surfaces with G9. You bet. Maybe we'll see alternate eyes with more features as a PA add-on product one day.
Lee
Here's a test render with/without my solution. :)
Huh. I'll have to try that. I've never been happy with eye speculars either. I usually crank the heck out of the glossy and specular to get the tiniest bit of reflection. But as you said that wont work with G9. I'll have to try your method. Or the geometry editor, or a combo.
I beg to differ on that one, it's Dec 28 and the failings of the new Genesis 9 characters are plain for all to see. not enough thought went into the creation of the new system from DAZ and DAZ STUDIO can't fix it
What connection is there between your assertion and the topic's being a Daz Studio topic? It is about content, not the application.
It's completely about the application, not the content. If you are happy just doing little humans then yes GEN9 is just okay, but if you want to start doing things outside the normal human, lets say you want to make the Hulk, just as an example, with out the surfaces you are completely restricted to what ever they offer in their shop. If they suddenly offer "Surface Tab" as a cash sale add on then this is simple a low down dirty underhanded money grab. If it's not that then whoever gave the final okay doesn't fully understand what all the free lanceers out here are doing. Perhaps we should ask the artists on Deviant Art what they think, get a professionals oppinion.
And what possible reason do you have to think that a core feature, which was in the free version even when there was a paid version of DS, would suddenly become a purchasable item? And in the vanishingly improbable event that it did the impact would go beyond Genesis 9.
As the only posts since October have been about thread's placement the it has been closed.