If we continue to use 4.8, will it continue to work correctly?
Yes. It is configured to provide both 4.8 and 4.9 compatibility. You can use 4.8 as long as you want, even when 4.9 will officially be here, it will work. It simply detects the version of Daz Studio and adjust the conversion, and adjust the scattering settings for your version. For the user, what is happening behind the script is not visible, but things are always adapted for the currrent version you work with.
Then, if one day you decide to go to 4.9, you can use the skins you already have made with 4.8, they will just look different than in 4.8 due to Iray update, and they won't be optimal (but "fine in my opinion"). But you also can re-use the converter on them, and then they will be adjusted for 4.9 if you are using 4.9. But no issue if you stay on 4.8, it will work with settings for 4.8. On my side I will install the release 4.9 as soon as possible, since I spend all my days on Daz Studio, and the workflow improvement for me using the new way smart content behaves is important, but I can understand people want to keep the version they prefer.
If we continue to use 4.8, will it continue to work correctly?
Yes. It is configured to provide both 4.8 and 4.9 compatibility. You can use 4.8 as long as you want, even when 4.9 will officially be here, it will work. It simply detects the version of Daz Studio and adjust the conversion, and adjust the scattering settings for your version. For the user, what is happening behind the script is not visible, but things are always adapted for the currrent version you work with.
Then, if one day you decide to go to 4.9, you can use the skins you already have made with 4.8, they will just look different than in 4.8 due to Iray update, and they won't be optimal (but "fine in my opinion"). But you also can re-use the converter on them, and then they will be adjusted for 4.9 if you are using 4.9. But no issue if you stay on 4.8, it will work with settings for 4.8. On my side I will install the release 4.9 as soon as possible, since I spend all my days on Daz Studio, and the workflow improvement for me using the new way smart content behaves is important, but I can understand people want to keep the version they prefer.
Oops by the way, you can find here the long version of the small video of previous page. The previous page video is a fast overview (6 minutes), and this one describes things a little bit more. Due to Christmas activity it is not perfect but enough I hope for the most curious of you!
One more thing I had to mention for the users of DS 4.9 beta :
1. Using DS 4.9.0.24, DO NOT INSTALL THIS PRODUCT USING THE CLOUD. The safe solution is a DIM (or product library) installation : It will work with 4.9, and will show in your smart content as if it was installed using the cloud, but if you really try to use the cloud to install it will fail.
2.Using DS 4.9.0.54 and above, install it the way you want, no more restrictions!
Once installed, the product is compatible with any Genesis 2 figure or material, whether the initial item is encrypted or not.
Of course users of DS 4.8.0.59 : install it the way you want, DIM or product library
Thank you for the very useful product. I find the interface well thought out for those at any skill level. I appreciate the effort in creating the interface. I found both videos useful too. The short version was a nice overview and the longer one covered the topics in more detail. The popup notes are very informative and easily available while using the product. I have done a few renders and I found I was able to achieve the results I wanted to faster and easier. I have been using it with DAZ3d Studio v4.9.
I've been waiting for an "Amazing Skins" for iray, and it arrived just in time for Christmas, great work on this Kadix ;) . Will be used all the time, here.
here is an (unfinished) test render, on a Keiko 6, using the Josie texture (didn't use it a lot so far, because it didn't look good in iray the way I had converted it. Fixed now, thanks to ISC :) )
Hi, I just purchased the Iray Smart Converter and tried it on Darius. I had good luck with Preset 1, so I decided to try Preset 2 with African Skin. I ran into an error with the Gloss Look Manager when I hit Accept after trying to Reset Initial Dial Values. I am using DS 4.8.0.59. This is what the log says:
Loading script: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/G2 V3D !Iray Main Converter.dse
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
File loaded in 0 min 0.2 sec.
Loaded file: Genesis2MAGBaseBST.duf
Script executed successfully: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/G2 V3D !Iray Main Converter.dse
Loading script: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse
WARNING: Script Error: Line 199
WARNING: ReferenceError: Can't find variable: wGRrSlider
WARNING: Stack Trace:
<anonymous>()@D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse:199
Error in script execution: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse
Thank you for the very useful product. I find the interface well thought out for those at any skill level. I appreciate the effort in creating the interface. I found both videos useful too. The short version was a nice overview and the longer one covered the topics in more detail. The popup notes are very informative and easily available while using the product. I have done a few renders and I found I was able to achieve the results I wanted to faster and easier. I have been using it with DAZ3d Studio v4.9.
I've been waiting for an "Amazing Skins" for iray, and it arrived just in time for Christmas, great work on this Kadix ;) . Will be used all the time, here.
here is an (unfinished) test render, on a Keiko 6, using the Josie texture (didn't use it a lot so far, because it didn't look good in iray the way I had converted it. Fixed now, thanks to ISC :) )
Navi
Nice Navi! I'm happy it helped solving your issue!
Hi, I just purchased the Iray Smart Converter and tried it on Darius. I had good luck with Preset 1, so I decided to try Preset 2 with African Skin. I ran into an error with the Gloss Look Manager when I hit Accept after trying to Reset Initial Dial Values. I am using DS 4.8.0.59. This is what the log says:
****
Script executed successfully: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/G2 V3D !Iray Main Converter.dse
Loading script: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse
WARNING: Script Error: Line 199
WARNING: ReferenceError: Can't find variable: wGRrSlider
WARNING: Stack Trace:
<anonymous>()@D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse:199
Error in script execution: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse
I'm really sorry about that! It must correspond to a very specific case of figure, because this one has been widely tested, and by several people. But you may have run is something which was not activated before, the log file sees a real issue with wGRrSlider (I have the impression this one should be WGRSlider, the small "r" is too much). I'm gonna have a look at it right now (lign 199). From what you wrote it seems that you could reset the dial values but things failed when you hit accept. Just if it is the case, you are not forced to press accept. Actually "Accept" just "closes the window", all the other modifications are made live.
I'm having a look right now, if I manage to solve that rapidely, do you want me to send to you immediately by email the update of the file? Or does it work "without pressing accept" and you can wait until the product update?
Thanks for this anyway, I don't understand how me and my testers have not met this case of figure before!
And don't worry for the "DzEnumProperty" these are just normal warning.
Thank you for the very useful product. I find the interface well thought out for those at any skill level. I appreciate the effort in creating the interface. I found both videos useful too. The short version was a nice overview and the longer one covered the topics in more detail. The popup notes are very informative and easily available while using the product. I have done a few renders and I found I was able to achieve the results I wanted to faster and easier. I have been using it with DAZ3d Studio v4.9.
I've been waiting for an "Amazing Skins" for iray, and it arrived just in time for Christmas, great work on this Kadix ;) . Will be used all the time, here.
here is an (unfinished) test render, on a Keiko 6, using the Josie texture (didn't use it a lot so far, because it didn't look good in iray the way I had converted it. Fixed now, thanks to ISC :) )
Navi
Nice Navi! I'm happy it helped solving your issue!
Hi, I just purchased the Iray Smart Converter and tried it on Darius. I had good luck with Preset 1, so I decided to try Preset 2 with African Skin. I ran into an error with the Gloss Look Manager when I hit Accept after trying to Reset Initial Dial Values. I am using DS 4.8.0.59. This is what the log says:
****
Script executed successfully: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/G2 V3D !Iray Main Converter.dse
Loading script: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse
WARNING: Script Error: Line 199
WARNING: ReferenceError: Can't find variable: wGRrSlider
WARNING: Stack Trace:
<anonymous>()@D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse:199
Error in script execution: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse
I'm really sorry about that! It must correspond to a very specific case of figure, because this one has been widely tested, and by several people. But you may have run is something which was not activated before, the log file sees a real issue with wGRrSlider (I have the impression this one should be WGRSlider, the small "r" is too much). I'm gonna have a look at it right now (lign 199). From what you wrote it seems that you could reset the dial values but things failed when you hit accept. Just if it is the case, you are not forced to press accept. Actually "Accept" just "closes the window", all the other modifications are made live.
I'm having a look right now, if I manage to solve that rapidely, do you want me to send to you immediately by email the update of the file? Or does it work "without pressing accept" and you can wait until the product update?
Thanks for this anyway, I don't understand how me and my testers have not met this case of figure before!
And don't worry for the "DzEnumProperty" these are just normal warning.
I can wait for the update.
I have some kind of uncanny knack for finding bugs almost immediately after I try a product. I don't know how it can be that a product is 99% fine, but that 1% problem thing is the first thing I try. It happens over and over. I write so many Daz bug reports they are sick of me!
Me again :) A luck you were here Barbult! I just had a look and repaired the issue! Indeed there was an error at lign 199 of the "!Mgsr All Gloss Base Manager.dse" (I'm furious against myself, tens of scripts, thousands of lines, and this 199 one of this one just leading to a stupid mistake!).
So what is happening is that, if you are using the "!Mgsr All Gloss Base Manager.dse" located in folder "03 Further Gloss Management", and if you are using the "Reset Initial Dial Values" button, then stupidely, the "glossy roughness" value is reset to the "initial glossy reflectivity" value on the figure, (but you don't see it on the sliders of the interface, which are, on their side, properly reset), and consequently the reset of the reflectivity will fail too. If you close the window using the accept button there is an error message. This is what I have solved this morning (well both the error and the error message).
In brief, to all users, take care when using the "Reset Initial Dial Values" of the " !Mgsr All Gloss Base Manager.dse" file (the one managing gloss in folder further gloss management). There is in the current version (27/12/2015) of the product an error on the reset of the "glossy roughness" which is reset at the initial glossy reflectivity level - even if displayed as being well reset by the interface. The glossy reflectivity reset is then impacted (and does not work too) because the rest of the reset function does not execute because of the initial mistake. For all the rest of the interface, the buttons increasing and decreasing glossy look, for all the individual sliders, for the maps remove and readd, as well as for all the rest of the dials to be reset by the reset button, it is working fine. In brief, the reset function will work properly except for the reset of the glossy roughness, and the one the glossy reflectivity.
I am really confused about that, I hate leaving mistakes, even minor ones, in my products. I have solved this this morning and I am submitting the update to Daz today. In the meantime, if you really need the "reset" function of the " !Mgsr All Gloss Base Manager.dse" to be working 100% (it's working around 50% now), MP me here in this forum!
I hope this mistake won't change the very good feedback users had on this product so far!
Thank you for the very useful product. I find the interface well thought out for those at any skill level. I appreciate the effort in creating the interface. I found both videos useful too. The short version was a nice overview and the longer one covered the topics in more detail. The popup notes are very informative and easily available while using the product. I have done a few renders and I found I was able to achieve the results I wanted to faster and easier. I have been using it with DAZ3d Studio v4.9.
I've been waiting for an "Amazing Skins" for iray, and it arrived just in time for Christmas, great work on this Kadix ;) . Will be used all the time, here.
here is an (unfinished) test render, on a Keiko 6, using the Josie texture (didn't use it a lot so far, because it didn't look good in iray the way I had converted it. Fixed now, thanks to ISC :) )
Navi
Nice Navi! I'm happy it helped solving your issue!
Hi, I just purchased the Iray Smart Converter and tried it on Darius. I had good luck with Preset 1, so I decided to try Preset 2 with African Skin. I ran into an error with the Gloss Look Manager when I hit Accept after trying to Reset Initial Dial Values. I am using DS 4.8.0.59. This is what the log says:
****
Script executed successfully: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/G2 V3D !Iray Main Converter.dse
Loading script: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse
WARNING: Script Error: Line 199
WARNING: ReferenceError: Can't find variable: wGRrSlider
WARNING: Stack Trace:
<anonymous>()@D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse:199
Error in script execution: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse
I'm really sorry about that! It must correspond to a very specific case of figure, because this one has been widely tested, and by several people. But you may have run is something which was not activated before, the log file sees a real issue with wGRrSlider (I have the impression this one should be WGRSlider, the small "r" is too much). I'm gonna have a look at it right now (lign 199). From what you wrote it seems that you could reset the dial values but things failed when you hit accept. Just if it is the case, you are not forced to press accept. Actually "Accept" just "closes the window", all the other modifications are made live.
I'm having a look right now, if I manage to solve that rapidely, do you want me to send to you immediately by email the update of the file? Or does it work "without pressing accept" and you can wait until the product update?
Thanks for this anyway, I don't understand how me and my testers have not met this case of figure before!
And don't worry for the "DzEnumProperty" these are just normal warning.
I can wait for the update.
I have some kind of uncanny knack for finding bugs almost immediately after I try a product. I don't know how it can be that a product is 99% fine, but that 1% problem thing is the first thing I try. It happens over and over. I write so many Daz bug reports they are sick of me!
So far I love this product!
Lol I have not seen your message! ROFL. Maybe you could apply to "USA got talent" in the category "I am able to find Daz bugs nobody saw before"!
I'm gonna submit the update today or tomorrow since it will be my first "update submission". I prefered asking other PAs how to do that (Daz people probably don't work on this sunday). When I have the answer, I will post the update immediately, and then I think it should not be long to have it live since it will only be one file to test for Daz.
Thanks! It's important to be here for people who may need some help or advice. Meeting a product is just like when you meet somebody, the first impressions matter a lot, and stay long :) For me each new product is just like a new baby, I want people to be as happy and proud with it as I am!
This time it is a bit harder to be sure to follow everything, since in general I make a forum search too in order to find people who may not have seen this topic and have some questions, but these last days it is impossible : the "forum search" is broken :(
But this is really cool I never had so many feedback, it's a nice Christmas period for me.
Thanks! It's important to be here for people who may need some help or advice. Meeting a product is just like when you meet somebody, the first impressions matter a lot, and stay long :) For me each new product is just like a new baby, I want people to be as happy and proud with it as I am!
This time it is a bit harder to be sure to follow everything, since in general I make a forum search too in order to find people who may not have seen this topic and have some questions, but these last days it is impossible : the "forum search" is broken :(
But this is really cool I never had so many feedback, it's a nice Christmas period for me.
Yes the search is a little broke. :) Christmas has that affect, so maybe it will be better after it's paid off the credit card.
Indeed; it sadly isn't unheard of to see a PA treat a product like a Fire-and-Forget-Missile.
Looking forward to the G3 variant; not had chance to try it out really; busy working on a project, three assignments and three exams - revising for January.
From what i've seen on the video, you can change the skin color easily via the palette tool. Will this work with any color, when I want to have a blue smurfette for example?
Thanks! It's important to be here for people who may need some help or advice. Meeting a product is just like when you meet somebody, the first impressions matter a lot, and stay long :) For me each new product is just like a new baby, I want people to be as happy and proud with it as I am!
This time it is a bit harder to be sure to follow everything, since in general I make a forum search too in order to find people who may not have seen this topic and have some questions, but these last days it is impossible : the "forum search" is broken :(
But this is really cool I never had so many feedback, it's a nice Christmas period for me.
Yes the search is a little broke. :) Christmas has that affect, so maybe it will be better after it's paid off the credit card.
Indeed; it sadly isn't unheard of to see a PA treat a product like a Fire-and-Forget-Missile.
Looking forward to the G3 variant; not had chance to try it out really; busy working on a project, three assignments and three exams - revising for January.
For the V3 version, if you feel something is missing or could be organised or presented differently just tell me. I won't warranty I'll make it, but I'll take it into account anyway in a corner of my mind.
From what i've seen on the video, you can change the skin color easily via the palette tool. Will this work with any color, when I want to have a blue smurfette for example?
I never tried but whatever happens the color is multiplied with the diffuse map so a pure blue saturated tone may be hard to reach. It is easy to change the Base tone while remaining in "human skin tone". Pleasr also remember that scattering is important for color definition and these must be modified too in the same direction. What I would test for a smurfette (I cannot test someone else is using my computer right now) would be :
- use a base texture with very clear and low saturated Base maps. I think ninive and lilith are like that, but any very pale skin could do the trick. Anyway no dark skin Base, even if Caucasian.
- Apply the converter 1, then go in Base colour manager and pick up a strongly (75%) saturated blue sky as the base color. Normally the figure will be blue with ugly orange areas. The orange areas correspond to the result of all scattering elements (translucency , sss)
- the last steps will consist in adjusting the translucency and sss. There are probably ways to do that with a Base scatter transmit base but it will be easier with a Base scatter only. So as long as I can not test in scatter transmit, here is what I would advise : first, and this is one of the things I did not include and you have to do it with the surface tab, is select all skin, nails, lips surfaces and go in transmitted color, and change for something a bit dark blue. By defAult I would say 60,100, 160 as rgb. All the rest can be done using the translucency manager. Open it and set the translucency color to blue like 150, 150, 200 rgb. You can play a bit with the weight but never go above 0.5. If the render is ok keep it this way. Otherwise if the top optio is not base scatter only then set the top option as scatter only, and click on the button which removes the translucency maps, and readjust a bit color and weight. Well that's all I can say as long as I'm not ony computer. I don't warranty nothing, but if I was asked to do a smurfette that is the first thing I would test. I'm not sure I'll be able to test tonight, my husband has a lot of pictures to rework on photoshop and he doesn't seem ready to give me my computer back.
I'll have a look as soon as I get it I'd like to know if my intuition was right.
he doesn't seem ready to give me my computer back.
You should have given him a computer for Christmas
ROFL... I bought a laptop during summer to be able to work when I travel or when Im on holidays but I cannot use it for this test because my son is making music with it the whole afternoon (I had promised him he could have it the whole afternoon so...a promise is a promise). In brief. ... nobody wants to give me any of my computer back!
I tried the blue skin idea before V3Digitimes posted the formula, so yes, you can do it. I just played around with the various managers and color settings. I even chose options to change lips only and nails only to give them different colors. I did all this within the Iray Smart Converter. I didn't change surface settings manually at all. I started with Ysabeau, which looked like one of the pales skins I had. (I had the same idea to start pale to avoid too much red or orange in the textures.)
I tried the blue skin idea before V3Digitimes posted the formula, so yes, you can do it. I just played around with the various managers and color settings. I even chose options to change lips only and nails only to give them different colors. I did all this within the Iray Smart Converter. I didn't change surface settings manually at all. I started with Ysabeau, which looked like one of the pales skins I had. (I had the same idea to start pale to avoid too much red or orange in the textures.)
Ohhhh! Your smurfette is the same color as your avatar thumbnail XD!
Nicely done!
On my side I had a bit of computer time to render the "No Future Smurfette". I opted for a more "blue sky" render then yours.
Well rougly, the principle is the one I expressed two posts above. It's the base, you can refine things, but it is pretty robust to Scatter only or scatter transmit. Maybe my base color is also a bit too close to scattering colors and then the scattering effects are less visible. Well all this can be refine but globally yes, you can "smurf" your world.
I used Lilith 6 skins as the base, and everything was made with Iray converter except the transmitted color which I set up via the surface tab.
I promise I am not intentionally trying to break this, because I love it!
I may have run into another bug. This is what I did:
Run the converter and select Preset 1. Accept.
Open the "Initialize Your Gloss Weight" Folder in the Content Library.
Double click on the preset for Glossy Layered Weight 10 at 20 (max glossy preset). I think "Well that's more than I want. I wonder how it looks with no gloss at all".
Double click on the Gloss Weight Manager, leave it on the default of "Include Nails" and dial both dials to 0. Accept.
I think "Well, 0 was a poor choice. It is too flat and dull. I'll try some of the other glossy presets."
I double click on any of the presets, including Glossy Layered Weight 10 at 20. They don't seem to do anything now. I don't see any change in the Surfaces pane or on my model in the viewport.
I go back into the Gloss Weight Manager and dial the dials back up to some positive number. Accept.
I double click on any of the presets. They do change glossy settings now., but not to the values listed in the preset name.
I have to go back to the beginning and start with Preset 1 again to get the glossy presets to work predictably again.
Perhaps sliding the manager dials to 0 is having some bad consequence. However, I would expect the specific presets to set the specified values, no matter what the previous settings were. It seems like using the presets after any slider change in the manager makes them set unexpected values, rather than the values listed in the preset names.
What is the right workflow to just increase the glossiness of the lips from their current settings?
This is what I did, but it is not working the way I expected.
I run the converter and select Preset 1. Accept. It looks good, but I want the lips glossier.
I run the All Gloss Base Manager (in Further Gloss Management folder). It initializes to Include Nails and shows the values for the skin that were set by the Preset 1 in step 1. That all makes sense.
I only want to change the glossiness of the lips, though, so I click on the circle next to "Lips Only" before doing anything else. Now it is confusing. The values shown don't change to the glossiness values for the lips that are shown in the surfaces tab. The numbers retain the torso surface values. Any movement of the sliders or clicks on the increase/decrease buttons are adjustments from the torso glossiness values, not the lip glossiness. For example, suppose the Torso Glossy Layered Weight was 3.27 when I started and the Lips Glossy Layered Weight was 0.1. When I open the Gloss Base Manager, the torso value of 3.27 is shown. When I click on "Lips Only", it still shows 3.27, not 0.1. If I hit Increase Glossy Look, the lips get set to 3.85, instead of a slight adjustment from the initial value of 0.1.
I promise I am not intentionally trying to break this, because I love it!
I may have run into another bug. This is what I did:
Run the converter and select Preset 1. Accept.
Open the "Initialize Your Gloss Weight" Folder in the Content Library.
Double click on the preset for Glossy Layered Weight 10 at 20 (max glossy preset). I think "Well that's more than I want. I wonder how it looks with no gloss at all".
Double click on the Gloss Weight Manager, leave it on the default of "Include Nails" and dial both dials to 0. Accept.
I think "Well, 0 was a poor choice. It is too flat and dull. I'll try some of the other glossy presets."
I double click on any of the presets, including Glossy Layered Weight 10 at 20. They don't seem to do anything now. I don't see any change in the Surfaces pane or on my model in the viewport.
I go back into the Gloss Weight Manager and dial the dials back up to some positive number. Accept.
I double click on any of the presets. They do change glossy settings now., but not to the values listed in the preset name.
I have to go back to the beginning and start with Preset 1 again to get the glossy presets to work predictably again.
Perhaps sliding the manager dials to 0 is having some bad consequence. However, I would expect the specific presets to set the specified values, no matter what the previous settings were. It seems like using the presets after any slider change in the manager makes them set unexpected values, rather than the values listed in the preset names.
I'm using DS 4.8.0.59.
You're right for this part. In the information note of the interface it is written that the values of theax limits are set to 3 times the values that you set with the dial. Then if you set 0 the max allowed value becomes 0. Well originally I thought beginners would use the file presets and advanced users the interface one. I'm gonna have a look how to patch this. If not possible to repair this short term I will add a note in the readme.
Honestly I thought people would opt for one solution manager or one solution presets for initialization.
What is the right workflow to just increase the glossiness of the lips from their current settings?
This is what I did, but it is not working the way I expected.
I run the converter and select Preset 1. Accept. It looks good, but I want the lips glossier.
I run the All Gloss Base Manager (in Further Gloss Management folder). It initializes to Include Nails and shows the values for the skin that were set by the Preset 1 in step 1. That all makes sense.
I only want to change the glossiness of the lips, though, so I click on the circle next to "Lips Only" before doing anything else. Now it is confusing. The values shown don't change to the glossiness values for the lips that are shown in the surfaces tab. The numbers retain the torso surface values. Any movement of the sliders or clicks on the increase/decrease buttons are adjustments from the torso glossiness values, not the lip glossiness. For example, suppose the Torso Glossy Layered Weight was 3.27 when I started and the Lips Glossy Layered Weight was 0.1. When I open the Gloss Base Manager, the torso value of 3.27 is shown. When I click on "Lips Only", it still shows 3.27, not 0.1. If I hit Increase Glossy Look, the lips get set to 3.85, instead of a slight adjustment from the initial value of 0.1.
I'm using DS 4.8.0.59.
This was known from me. The workflow is setup first the whole skin with lips and nails being as the skin. Then set up lips then set up nails. But when the interface is closed, whatever happens when you open it again is that the displayed values are the ones of the torso and the default radio button shown is full skin and lips and nails. On the time I scripted, it was not possible to link the radio button option change to the sliders displaying something else. I think it is not possible today. But the issue is only when you open the interface. Then if you change for lips in the radio buttons and you change the sliders the modifications will be applied to lips but indeed you start each time you open the interface from the torso setting. Still today, I don't see the solution. If I find the solution for the Genesis 3 version, the Genesis 2 will be updated this way too. But this is not something I can solve in one day... even not sure in one week... But I'm gonna have a look at what I can do this. Despite all my efforts I could not force the initial display to change with radio button change . Radio buttons can be read but a radio button change cannot act on something, so cannot act on the values displayed. But the slider changes read the radio buttons to know where the change must apply so once you have changed the sliders ones for the lips, the values you see for the sliders you changed become the ones you have on the lips. I could 'nt do better.
By the way, I was wondering if you would like to be one of my beta testers for the genesis 3 version? It seems that you have a real talent!
What is the right workflow to just increase the glossiness of the lips from their current settings?
This is what I did, but it is not working the way I expected.
I run the converter and select Preset 1. Accept. It looks good, but I want the lips glossier.
I run the All Gloss Base Manager (in Further Gloss Management folder). It initializes to Include Nails and shows the values for the skin that were set by the Preset 1 in step 1. That all makes sense.
I only want to change the glossiness of the lips, though, so I click on the circle next to "Lips Only" before doing anything else. Now it is confusing. The values shown don't change to the glossiness values for the lips that are shown in the surfaces tab. The numbers retain the torso surface values. Any movement of the sliders or clicks on the increase/decrease buttons are adjustments from the torso glossiness values, not the lip glossiness. For example, suppose the Torso Glossy Layered Weight was 3.27 when I started and the Lips Glossy Layered Weight was 0.1. When I open the Gloss Base Manager, the torso value of 3.27 is shown. When I click on "Lips Only", it still shows 3.27, not 0.1. If I hit Increase Glossy Look, the lips get set to 3.85, instead of a slight adjustment from the initial value of 0.1.
I'm using DS 4.8.0.59.
This was known from me. The workflow is setup first the whole skin with lips and nails being as the skin. Then set up lips then set up nails. But when the interface is closed, whatever happens when you open it again is that the displayed values are the ones of the torso and the default radio button shown is full skin and lips and nails. On the time I scripted, it was not possible to link the radio button option change to the sliders displaying something else. I think it is not possible today. But the issue is only when you open the interface. Then if you change for lips in the radio buttons and you change the sliders the modifications will be applied to lips but indeed you start each time you open the interface from the torso setting. Still today, I don't see the solution. If I find the solution for the Genesis 3 version, the Genesis 2 will be updated this way too. But this is not something I can solve in one day... even not sure in one week... But I'm gonna have a look at what I can do this. Despite all my efforts I could not force the initial display to change with radio button change . Radio buttons can be read but a radio button change cannot act on something, so cannot act on the values displayed. But the slider changes read the radio buttons to know where the change must apply so once you have changed the sliders ones for the lips, the values you see for the sliders you changed become the ones you have on the lips. I could 'nt do better.
By the way, I was wondering if you would like to be one of my beta testers for the genesis 3 version? It seems that you have a real talent!
Thanks for the workflow explanation.
Please send me a PM about your beta testing plans. I am interested. I have already promised my extraordinary bug finding talents to another vendor for an upcoming project of his. If the schedule works out, I might be able to test for you, too.
What is the right workflow to just increase the glossiness of the lips from their current settings?
This is what I did, but it is not working the way I expected.
I run the converter and select Preset 1. Accept. It looks good, but I want the lips glossier.
I run the All Gloss Base Manager (in Further Gloss Management folder). It initializes to Include Nails and shows the values for the skin that were set by the Preset 1 in step 1. That all makes sense.
I only want to change the glossiness of the lips, though, so I click on the circle next to "Lips Only" before doing anything else. Now it is confusing. The values shown don't change to the glossiness values for the lips that are shown in the surfaces tab. The numbers retain the torso surface values. Any movement of the sliders or clicks on the increase/decrease buttons are adjustments from the torso glossiness values, not the lip glossiness. For example, suppose the Torso Glossy Layered Weight was 3.27 when I started and the Lips Glossy Layered Weight was 0.1. When I open the Gloss Base Manager, the torso value of 3.27 is shown. When I click on "Lips Only", it still shows 3.27, not 0.1. If I hit Increase Glossy Look, the lips get set to 3.85, instead of a slight adjustment from the initial value of 0.1.
I'm using DS 4.8.0.59.
This was known from me. The workflow is setup first the whole skin with lips and nails being as the skin. Then set up lips then set up nails. But when the interface is closed, whatever happens when you open it again is that the displayed values are the ones of the torso and the default radio button shown is full skin and lips and nails. On the time I scripted, it was not possible to link the radio button option change to the sliders displaying something else. I think it is not possible today. But the issue is only when you open the interface. Then if you change for lips in the radio buttons and you change the sliders the modifications will be applied to lips but indeed you start each time you open the interface from the torso setting. Still today, I don't see the solution. If I find the solution for the Genesis 3 version, the Genesis 2 will be updated this way too. But this is not something I can solve in one day... even not sure in one week... But I'm gonna have a look at what I can do this. Despite all my efforts I could not force the initial display to change with radio button change . Radio buttons can be read but a radio button change cannot act on something, so cannot act on the values displayed. But the slider changes read the radio buttons to know where the change must apply so once you have changed the sliders ones for the lips, the values you see for the sliders you changed become the ones you have on the lips. I could 'nt do better.
By the way, I was wondering if you would like to be one of my beta testers for the genesis 3 version? It seems that you have a real talent!
Thanks for the workflow explanation.
Please send me a PM about your beta testing plans. I am interested. I have already promised my extraordinary bug finding talents to another vendor for an upcoming project of his. If the schedule works out, I might be able to test for you, too.
I'm gonna send you a MP, but maybe not today. I promised my children I would spend more time with being them than time working during the holidays, and... well.. this is not really the case so far (I did not think my product would be released so fast). So I have to try and find the right balance between my new product development, my current release support here on the forums, and my family.
For now thanks to your remarks, here is what I have submitted as update : "Reset Initial Dial Values" button of " !Mgsr All Gloss Base Manager.dse" now resets Glossy Roughness and Glossy Reflectivity properly, and : updated the 10 gloss weight simple initializers " G2 V3DC Glossy Layered Weight at ..." located in folder "02 Initialize Your Gloss Weight" will now ALSO change the maximum limit of the Glossy Layered Weight in order to prevent conflicts with the limits automatically set by the interface " G2 V3DC !MgrS Gloss Weight Manager.dse".
For what you mentioned about the nails/lips, I had an idea while buying my bread (I should buy bread more often). What I'm gonna try to do is underneath the radio buttons choices, to add a push button which would be "update values displayed by sliders if you changed selection" or "Selection Changed? Update Slider Values!". If I'm lucky I'll manage to have this button, when pressed, displaying the values for the lips only when you change the radio button for lips, same for the nails, when they differ from the one of the torso. But first I'm not sure this is going to work (it is hard to make the interface interacting with itself, it often fails because the widget order matters a lot, and sometimes it freezes or crashes because it consider the value you define does not already exists for it). This is a major update which will have to be applied to all the managers, and what I'm gonna do is script it directly with the Genesis 3 version. I'll add some lines in that in the "info" button of each interface. If I manage to have it working for G3, then I'll update the G2 version consequently.
You're right it is better for the comfort of usage, even if it does not prevent the product to do the job it is supposed to do. But better for the comfort. It would be more cool if it worked!
Just wanted to say really like the Genesis 2 of your Iray skin converter.
As soon as the Genesis 3 version is done, it will be an instant buy for me..
Any ETA on the Genesis 3 version?
Comments
Indeed and thank you.
Have a good christmas. :)
Thank you so much! This kind of feedback really touches me!
You too :)
Oops by the way, you can find here the long version of the small video of previous page. The previous page video is a fast overview (6 minutes), and this one describes things a little bit more. Due to Christmas activity it is not perfect but enough I hope for the most curious of you!
One more thing I had to mention for the users of DS 4.9 beta :
1. Using DS 4.9.0.24, DO NOT INSTALL THIS PRODUCT USING THE CLOUD. The safe solution is a DIM (or product library) installation : It will work with 4.9, and will show in your smart content as if it was installed using the cloud, but if you really try to use the cloud to install it will fail.
2.Using DS 4.9.0.54 and above, install it the way you want, no more restrictions!
Once installed, the product is compatible with any Genesis 2 figure or material, whether the initial item is encrypted or not.
Of course users of DS 4.8.0.59 : install it the way you want, DIM or product library
Wow, and again: wow. Great video, very informative TY.
I've not got the G3 version, does it do the same? Hmm, I don't see one; I thought you created a G3, ahh well, I'd be interested in it. :)
Thank you for the very useful product. I find the interface well thought out for those at any skill level. I appreciate the effort in creating the interface. I found both videos useful too. The short version was a nice overview and the longer one covered the topics in more detail. The popup notes are very informative and easily available while using the product. I have done a few renders and I found I was able to achieve the results I wanted to faster and easier. I have been using it with DAZ3d Studio v4.9.
Jack
I've been waiting for an "Amazing Skins" for iray, and it arrived just in time for Christmas, great work on this Kadix ;) . Will be used all the time, here.
here is an (unfinished) test render, on a Keiko 6, using the Josie texture (didn't use it a lot so far, because it didn't look good in iray the way I had converted it. Fixed now, thanks to ISC :) )
Navi
Hi, I just purchased the Iray Smart Converter and tried it on Darius. I had good luck with Preset 1, so I decided to try Preset 2 with African Skin. I ran into an error with the Gloss Look Manager when I hit Accept after trying to Reset Initial Dial Values. I am using DS 4.8.0.59. This is what the log says:
Loading script: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/G2 V3D !Iray Main Converter.dse
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
WARNING: properties\dzenumproperty.cpp(659): Index out of range in DzEnumProperty::getItem()
File loaded in 0 min 0.2 sec.
Loaded file: Genesis2MAGBaseBST.duf
Script executed successfully: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/G2 V3D !Iray Main Converter.dse
Loading script: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse
WARNING: Script Error: Line 199
WARNING: ReferenceError: Can't find variable: wGRrSlider
WARNING: Stack Trace:
<anonymous>()@D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse:199
Error in script execution: D:/DAZ 3D/Studio/My DIM Library/People/Genesis 2/Materials/Iray Converter and Managers/03 Further Gloss Management/G2 V3DC !Mgrs All Gloss Base Manager.dse
Thanks for the feedback Jack.
Nice Navi! I'm happy it helped solving your issue!
I'm really sorry about that! It must correspond to a very specific case of figure, because this one has been widely tested, and by several people. But you may have run is something which was not activated before, the log file sees a real issue with wGRrSlider (I have the impression this one should be WGRSlider, the small "r" is too much). I'm gonna have a look at it right now (lign 199). From what you wrote it seems that you could reset the dial values but things failed when you hit accept. Just if it is the case, you are not forced to press accept. Actually "Accept" just "closes the window", all the other modifications are made live.
I'm having a look right now, if I manage to solve that rapidely, do you want me to send to you immediately by email the update of the file? Or does it work "without pressing accept" and you can wait until the product update?
Thanks for this anyway, I don't understand how me and my testers have not met this case of figure before!
And don't worry for the "DzEnumProperty" these are just normal warning.
I can wait for the update.
I have some kind of uncanny knack for finding bugs almost immediately after I try a product. I don't know how it can be that a product is 99% fine, but that 1% problem thing is the first thing I try. It happens over and over. I write so many Daz bug reports they are sick of me!
So far I love this product!
Me again :) A luck you were here Barbult! I just had a look and repaired the issue! Indeed there was an error at lign 199 of the "!Mgsr All Gloss Base Manager.dse" (I'm furious against myself, tens of scripts, thousands of lines, and this 199 one of this one just leading to a stupid mistake!).
So what is happening is that, if you are using the "!Mgsr All Gloss Base Manager.dse" located in folder "03 Further Gloss Management", and if you are using the "Reset Initial Dial Values" button, then stupidely, the "glossy roughness" value is reset to the "initial glossy reflectivity" value on the figure, (but you don't see it on the sliders of the interface, which are, on their side, properly reset), and consequently the reset of the reflectivity will fail too. If you close the window using the accept button there is an error message. This is what I have solved this morning (well both the error and the error message).
In brief, to all users, take care when using the "Reset Initial Dial Values" of the " !Mgsr All Gloss Base Manager.dse" file (the one managing gloss in folder further gloss management). There is in the current version (27/12/2015) of the product an error on the reset of the "glossy roughness" which is reset at the initial glossy reflectivity level - even if displayed as being well reset by the interface. The glossy reflectivity reset is then impacted (and does not work too) because the rest of the reset function does not execute because of the initial mistake. For all the rest of the interface, the buttons increasing and decreasing glossy look, for all the individual sliders, for the maps remove and readd, as well as for all the rest of the dials to be reset by the reset button, it is working fine. In brief, the reset function will work properly except for the reset of the glossy roughness, and the one the glossy reflectivity.
I am really confused about that, I hate leaving mistakes, even minor ones, in my products. I have solved this this morning and I am submitting the update to Daz today. In the meantime, if you really need the "reset" function of the " !Mgsr All Gloss Base Manager.dse" to be working 100% (it's working around 50% now), MP me here in this forum!
I hope this mistake won't change the very good feedback users had on this product so far!
I am getting results I am happy with, regardless of the small error.
These are Felicity for V6 and Darius.
Thanks for your comprehension. The most important thing for me is that people are happy with what they get!
These are nice renders! Dark skins where one of the elements which took time when creating this product, and I really like what I'm seeing here :)
Thanks for sharing!! This thread is also a place to share renders, so feel free to post here whenever you want :)
Lol I have not seen your message! ROFL. Maybe you could apply to "USA got talent" in the category "I am able to find Daz bugs nobody saw before"!
I'm gonna submit the update today or tomorrow since it will be my first "update submission". I prefered asking other PAs how to do that (Daz people probably don't work on this sunday). When I have the answer, I will post the update immediately, and then I think it should not be long to have it live since it will only be one file to test for Daz.
Amazing customer service too. :)
Thanks! It's important to be here for people who may need some help or advice. Meeting a product is just like when you meet somebody, the first impressions matter a lot, and stay long :) For me each new product is just like a new baby, I want people to be as happy and proud with it as I am!
This time it is a bit harder to be sure to follow everything, since in general I make a forum search too in order to find people who may not have seen this topic and have some questions, but these last days it is impossible : the "forum search" is broken :(
But this is really cool I never had so many feedback, it's a nice Christmas period for me.
Yes the search is a little broke. :) Christmas has that affect, so maybe it will be better after it's paid off the credit card.
Indeed; it sadly isn't unheard of to see a PA treat a product like a Fire-and-Forget-Missile.
Looking forward to the G3 variant; not had chance to try it out really; busy working on a project, three assignments and three exams - revising for January.
From what i've seen on the video, you can change the skin color easily via the palette tool. Will this work with any color, when I want to have a blue smurfette for example?
For the V3 version, if you feel something is missing or could be organised or presented differently just tell me. I won't warranty I'll make it, but I'll take it into account anyway in a corner of my mind.
I never tried but whatever happens the color is multiplied with the diffuse map so a pure blue saturated tone may be hard to reach. It is easy to change the Base tone while remaining in "human skin tone". Pleasr also remember that scattering is important for color definition and these must be modified too in the same direction. What I would test for a smurfette (I cannot test someone else is using my computer right now) would be :
- use a base texture with very clear and low saturated Base maps. I think ninive and lilith are like that, but any very pale skin could do the trick. Anyway no dark skin Base, even if Caucasian.
- Apply the converter 1, then go in Base colour manager and pick up a strongly (75%) saturated blue sky as the base color. Normally the figure will be blue with ugly orange areas. The orange areas correspond to the result of all scattering elements (translucency , sss)
- the last steps will consist in adjusting the translucency and sss. There are probably ways to do that with a Base scatter transmit base but it will be easier with a Base scatter only. So as long as I can not test in scatter transmit, here is what I would advise : first, and this is one of the things I did not include and you have to do it with the surface tab, is select all skin, nails, lips surfaces and go in transmitted color, and change for something a bit dark blue. By defAult I would say 60,100, 160 as rgb. All the rest can be done using the translucency manager. Open it and set the translucency color to blue like 150, 150, 200 rgb. You can play a bit with the weight but never go above 0.5. If the render is ok keep it this way. Otherwise if the top optio is not base scatter only then set the top option as scatter only, and click on the button which removes the translucency maps, and readjust a bit color and weight. Well that's all I can say as long as I'm not ony computer. I don't warranty nothing, but if I was asked to do a smurfette that is the first thing I would test. I'm not sure I'll be able to test tonight, my husband has a lot of pictures to rework on photoshop and he doesn't seem ready to give me my computer back.
I'll have a look as soon as I get it I'd like to know if my intuition was right.
You should have given him a computer for Christmas
ROFL... I bought a laptop during summer to be able to work when I travel or when Im on holidays but I cannot use it for this test because my son is making music with it the whole afternoon (I had promised him he could have it the whole afternoon so...a promise is a promise). In brief. ... nobody wants to give me any of my computer back!
I tried the blue skin idea before V3Digitimes posted the formula, so yes, you can do it. I just played around with the various managers and color settings. I even chose options to change lips only and nails only to give them different colors. I did all this within the Iray Smart Converter. I didn't change surface settings manually at all. I started with Ysabeau, which looked like one of the pales skins I had. (I had the same idea to start pale to avoid too much red or orange in the textures.)
Ohhhh! Your smurfette is the same color as your avatar thumbnail XD!
Nicely done!
On my side I had a bit of computer time to render the "No Future Smurfette". I opted for a more "blue sky" render then yours.
Well rougly, the principle is the one I expressed two posts above. It's the base, you can refine things, but it is pretty robust to Scatter only or scatter transmit. Maybe my base color is also a bit too close to scattering colors and then the scattering effects are less visible. Well all this can be refine but globally yes, you can "smurf" your world.
I used Lilith 6 skins as the base, and everything was made with Iray converter except the transmitted color which I set up via the surface tab.
I promise I am not intentionally trying to break this, because I love it!
I may have run into another bug. This is what I did:
Perhaps sliding the manager dials to 0 is having some bad consequence. However, I would expect the specific presets to set the specified values, no matter what the previous settings were. It seems like using the presets after any slider change in the manager makes them set unexpected values, rather than the values listed in the preset names.
I'm using DS 4.8.0.59.
What is the right workflow to just increase the glossiness of the lips from their current settings?
This is what I did, but it is not working the way I expected.
I'm using DS 4.8.0.59.
You're right for this part. In the information note of the interface it is written that the values of theax limits are set to 3 times the values that you set with the dial. Then if you set 0 the max allowed value becomes 0. Well originally I thought beginners would use the file presets and advanced users the interface one. I'm gonna have a look how to patch this. If not possible to repair this short term I will add a note in the readme.
Honestly I thought people would opt for one solution manager or one solution presets for initialization.
This was known from me. The workflow is setup first the whole skin with lips and nails being as the skin. Then set up lips then set up nails. But when the interface is closed, whatever happens when you open it again is that the displayed values are the ones of the torso and the default radio button shown is full skin and lips and nails. On the time I scripted, it was not possible to link the radio button option change to the sliders displaying something else. I think it is not possible today. But the issue is only when you open the interface. Then if you change for lips in the radio buttons and you change the sliders the modifications will be applied to lips but indeed you start each time you open the interface from the torso setting. Still today, I don't see the solution. If I find the solution for the Genesis 3 version, the Genesis 2 will be updated this way too. But this is not something I can solve in one day... even not sure in one week... But I'm gonna have a look at what I can do this. Despite all my efforts I could not force the initial display to change with radio button change . Radio buttons can be read but a radio button change cannot act on something, so cannot act on the values displayed. But the slider changes read the radio buttons to know where the change must apply so once you have changed the sliders ones for the lips, the values you see for the sliders you changed become the ones you have on the lips. I could 'nt do better.
By the way, I was wondering if you would like to be one of my beta testers for the genesis 3 version? It seems that you have a real talent!
Thanks for the workflow explanation.
Please send me a PM about your beta testing plans. I am interested. I have already promised my extraordinary bug finding talents to another vendor for an upcoming project of his. If the schedule works out, I might be able to test for you, too.
I'm gonna send you a MP, but maybe not today. I promised my children I would spend more time with being them than time working during the holidays, and... well.. this is not really the case so far (I did not think my product would be released so fast). So I have to try and find the right balance between my new product development, my current release support here on the forums, and my family.
For now thanks to your remarks, here is what I have submitted as update : "Reset Initial Dial Values" button of " !Mgsr All Gloss Base Manager.dse" now resets Glossy Roughness and Glossy Reflectivity properly, and : updated the 10 gloss weight simple initializers " G2 V3DC Glossy Layered Weight at ..." located in folder "02 Initialize Your Gloss Weight" will now ALSO change the maximum limit of the Glossy Layered Weight in order to prevent conflicts with the limits automatically set by the interface " G2 V3DC !MgrS Gloss Weight Manager.dse".
For what you mentioned about the nails/lips, I had an idea while buying my bread (I should buy bread more often). What I'm gonna try to do is underneath the radio buttons choices, to add a push button which would be "update values displayed by sliders if you changed selection" or "Selection Changed? Update Slider Values!". If I'm lucky I'll manage to have this button, when pressed, displaying the values for the lips only when you change the radio button for lips, same for the nails, when they differ from the one of the torso. But first I'm not sure this is going to work (it is hard to make the interface interacting with itself, it often fails because the widget order matters a lot, and sometimes it freezes or crashes because it consider the value you define does not already exists for it). This is a major update which will have to be applied to all the managers, and what I'm gonna do is script it directly with the Genesis 3 version. I'll add some lines in that in the "info" button of each interface. If I manage to have it working for G3, then I'll update the G2 version consequently.
You're right it is better for the comfort of usage, even if it does not prevent the product to do the job it is supposed to do. But better for the comfort. It would be more cool if it worked!
Just wanted to say really like the Genesis 2 of your Iray skin converter.
As soon as the Genesis 3 version is done, it will be an instant buy for me..
Any ETA on the Genesis 3 version?