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These scripts are amazing. Below is an iray render of Skyler.
NGS II script for G3 + Pores Medium Level + Lips Gloss Female
Light rig from the Ultra Genesis product (UG Standing Rig 004 + Env 006)
So make your own map for the where the micro one goes and adjust to taste - works for me!
It was one way for me & for all.
If I hadn't make it as MR, creators would be stationery. And so do I.
I wanted to go further with texturing. But it's different if you have 4 maps to handle instead of 1 or 2 max.
Now in this way creators can play with hires image references. And with only one diffuse map (or bump if they want too) they will be able to make magic things!
This was only the REVOLUTION... http://orig15.deviantart.net/3158/f/2016/309/d/f/she_s_got_the_look_by_audioslave74-danebhx.jpg
Thnx
D-Z
Ah, so the Micro map is not a merchant resourse then. That really should be made clear on the sales page in my opinion. I can make noise maps easily enough but not sure if I can match what you made but I'm always up for a challenge... Thanks!
Never did get feedback on getting the eye surfaces a bit more reflective.
FOR PALE/WHITE SKINS DECREASE SPECULAR COLOR TO YOUR TASTE.
Thnx
D-Z
I found this with Olympia 7, but once I switched her surfaces back to the correct UV (Olympia 7) then the lacrimal looked correct, so perhaps worth checking the correct UV for the character maps is selected.
Yes you're right. I forgot that. Update Fix is Ready To Test by DAZ. Tomorrow you will have it!
Thnx
D-Z
Used my newly made MicroDetails map in place of yours and tweaked quite a few values and colors. Still needs more tweaking but happy with the results for the most part.
Hello, I don't want my post to look like an unhappy customer review, as I've seen spectacular renders all over this thread by many people :) , but there must be some issues on my end, because the results I get are not exactly what I expected... Depending of the skins, I get either a blueish smurfette, or a very dark and over-saturated (greenish/yellowish tones) character. And as the shader works by stacking several very-saturated tones, I've been unable to fix them so far, except the "smurfette" effect, more or less, by changing the sss color. Without to talk about the make-ups that are totally changed by the hue alteration NGS does, and this happens with eyebrows too, sometimes.
I don't know if there is a difference between the shader versions ? The only one I've used so far is the genesis 2 one.
Hi Dimension-Z, you mean the product was updated today ? I will re-download tonight to see if there are any changes.
For my problem, I've been testing it on a couple characters since last night, here are 2 comparison renders, to show what I was trying to explain (this one has the dark/over-saturated issue, not the "blueish" one). The make-ups, I think I can adjust that by remaking the face texture, but what I couldn't figure out, so far, is how to get them less dark (more bright, I mean), and perhaps less saturated, too. The brightness preset didn't change anything in my test renders.
Thanks for the quick feedback ;)
By "decrease specular color" do you mean bring down all three RGB values? Or do you mean reduce the temperature of the color?
I saw the info on the update on your DevArt page. Is there an eta on the geograft tutorial/script that was mentioned or is that included?
Bought, playing with it and waiting patienly
I'm getting the same white skinned effect, but with G4 characters. I even loaded the shaders in the default library but still get the same look.
Does this work in 4.8 because mine keeps crashing if I add a second character.
Another iray render. This time was FUGITIVE PRO for Genesis 2 - http://www.daz3d.com/fugitive-pro-for-genesis-2
NGS II script for G3 + Pores Medium Level + Lips Gloss Female
Sorry for the open mouth expression, but would like to show the gums and how they are improved.
Not a big deal, only 1 hour between us ;) (France). And yes, in any case the shader is working here, I just would like to find a way to "police" it's effects (I mean, to have more bright and less saturated surfaces).
Your advice gives me the feeling there is something wrong on my end, as I was fearing, because tweaking transluency was the 1st thing I tried last night, and it has absolutely no effects on the rendered result Oo : Changing the yellow color to a very pale yellow (almost white), and/or lowering the transluency value (as low as 0.005) doesn't make any difference when rendered, which is strange, for sure. To get a difference with transluency, the only thing that works for me here, is to set transluency to zero, but then the character look too pale. It's everything or nothing.
I guess it's not normal ?
"Hitman"
Thomas for Genesis
Bless you, my dear Redz, that may be the issue. But where do I find the character map? (in > > > flow) I clicked on the Surfaces tab, and looked through Map Transfer and Load UV Set, but I can't find anything.
...so I guess my question should actually be. Which version offers the most control for creating the best looking skin possible, NGS for G3 or NGS II? I can only afford one at this time.
See attached. This is the only place I know to check. Select the character, go to the Surfaces Tab, Select Skin-Lips-Nails (if G3), Select Geometry ( or just scroll down after selecting Skin-Lips-Nails. Looking for UV set.
@Fisty "I'm very impressed by this product. I've been having a bear of a time getting skin to look good since "upgrading" to 4.9"
Are you sure some (all?) of your problem is that you're using pre 4.9 shaders in 4.9? The 4.8 shaders typically had a light blue SSS Reflectance tint. (as does Finley). The 4.9 shaders have a pale yellow SSS Reflectance tint.
Here's my version of Finley with FWSA Whitley skin (4.9 shader). Same Dimension Theory HDRI as yours. 38% render. Look any better to you (image on left)? Image on right is the Finley skin (i.e. blue SSS)
FWIW, FWSA skins tend to be a bit too tan to me, but not gray (with a 4.9 shader).
Thanks for the graphic. I'm checking it out.
I absolutely love this product. I'm revisiting previous renders and am amazed at how they are transformed by Anagenesis Revolution. Here's a G3M, P3D Outdoor Survival Dave and SAV Alphamoikana hair, with just a Dimension Theory outdoor HDRI for lighting and background. It looks like a picture! Could use some tweaking, this is slap dash out of the box, but WOW, I'm impressed!
PS. This took only 10 minutes to render on my barely-able-to-render-Iray-box!
Crystal. Thank you!