Genesis 9 Character Issue - Fewer Surfaces!?

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  • Richard Haseltine said:

    kirbawirba said:

    Richard Haseltine said:

    Keiku said:

    kirbawirba said:

    nysalor_7ad75f2450 said:

    Keiku said:

    Perhaps these forum categories are not as well defined as I'd thought. Perhaps there should be one to discuss problems with characters. But I digress.

    To return to my original topic: What is the deal with the surfaces for Genesis 9? Why are they now so limited?

    Have you read the announcements? Because they are now industry standard. Changes to lips, eyes etc. are easily accomplished with mapping and LIEs. Just like we do now.

     

    Cheers

    Is there a good place to find out how to do this? I've only ever done it through individual surfaces with Specular settings. Never used LIE to accomplish it. 

    I still haven't found or been given an appropriate answer. I even created another post in a more appropriate section of the form and tried to be more specific to finally get an actual answer. But it was closed. L.I.E was the only thing mentioned which of course is not an acceptible work around as you know and like you I've never used it either. We can use the geometry editor but that isn't going to work well for close ups. So the only solution left is custom specular maps, but that's a major pain in the butt.

    You may not like the answer but you have been given the answer - LIE or a Geometry Shell.

    Does anyone know of a place to look up how to accomplish either of those techniques? Don't geoshells use the same surface properties as what they're based on? IE if there isn't a specific lip surface to tweak on the model, there won't be one for the geoshell too?  Sorry, I usually don't use them, so I'm not too familiar with how they work... 

    Either needs a mask to control the effect - you might be able to make one from one of the existing control maps by adjusting levels to clean the join and simply erasing the bits far from the lips (or whichever part is targeted).

    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. 

  • lilweeplilweep Posts: 2,522

    Gordig said:

    lilweep said:

    There were way too many material zones on Gen 8. It's annoying to tweak them all.  Really, we needed face, lips, ears, and eyesocket all as different surfaces? lmao no.

    I didn't get too deep into surface settings, but how often were the settings for those surfaces even noticably different?

    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.

     

  • kirbawirba said:

    Keiku said:

    Your adjustment does seem to work fairly well. How long would you say it took you vs the old way?

    If these are indeed the only options now, it would be nice to have a link to a tutorial or something.

    It took maybe 2 minutes. The old way was much faster and had instant results. This is how I altered the map for V9.

    I'm sorry, but you may not post modified versions of the base maps - which that appeared to be.

  • KeikuKeiku Posts: 143

    lilweep said:

    Gordig said:

    lilweep said:

    There were way too many material zones on Gen 8. It's annoying to tweak them all.  Really, we needed face, lips, ears, and eyesocket all as different surfaces? lmao no.

    I didn't get too deep into surface settings, but how often were the settings for those surfaces even noticably different?

    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 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.

  • KeikuKeiku Posts: 143

    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?

  • GordigGordig Posts: 10,095
    edited October 2022

    Keiku said:

    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.)

    Post edited by Gordig on
  • Keiku said:

    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?

    Whiter will increase strength, blacker will reduce.

  • KeikuKeiku Posts: 143

    Ok. I think I've got it. Hopefully. frown

  • Richard Haseltine said:

    kirbawirba said:

    Keiku said:

    Your adjustment does seem to work fairly well. How long would you say it took you vs the old way?

    If these are indeed the only options now, it would be nice to have a link to a tutorial or something.

    It took maybe 2 minutes. The old way was much faster and had instant results. This is how I altered the map for V9.

    I'm sorry, but you may not post modified versions of the base maps - which that appeared to be.

    It was, sorry about that. 

  • Keiku said:

    Ok. I think I've got it. Hopefully. frown

    Do share your process. I'm not having any luck here. 

  • KeikuKeiku Posts: 143

    kirbawirba said:

    Keiku said:

    Ok. I think I've got it. Hopefully. frown

    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?

  • Phloki3dPhloki3d Posts: 138

    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!

    g9-01.png
    1080 x 1350 - 2M
    g9-02.jpg
    636 x 711 - 98K
  • KeikuKeiku Posts: 143

    Phloki3D said:

    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.

  • leemoon_c43b45a114leemoon_c43b45a114 Posts: 866
    edited October 2022

    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. :)

    G9-EyeReflectionFix.jpg
    1934 x 1251 - 2M
    Post edited by leemoon_c43b45a114 on
  • KeikuKeiku Posts: 143

    leemoon_c43b45a114 said:

    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/reflecitivity/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.

  • jamesr.smith0625jamesr.smith0625 Posts: 0
    edited December 2022

    Richard Haseltine said:

    Moved to Art Studio as it is not a Daz Studio topic.

    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

    Post edited by Richard Haseltine on
  • jamesr.smith0625 said:

    Richard Haseltine said:

    Moved to Art Studio as it is not a Daz Studio topic.

    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.

  • Richard Haseltine said:

    jamesr.smith0625 said:

    Richard Haseltine said:

    Moved to Art Studio as it is not a Daz Studio topic.

    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.

  • Richard HaseltineRichard Haseltine Posts: 101,354
    edited January 2023

    jamesr.smith0625 said:

    Richard Haseltine said:

    jamesr.smith0625 said:

    Richard Haseltine said:

    Moved to Art Studio as it is not a Daz Studio topic.

    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.

    Post edited by Richard Haseltine on
This discussion has been closed.