N.G.S. Anagenessis II - Revolution [Commercial]

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Comments

  • Dimension-ZDimension-Z Posts: 352
    tondalee said:

    Hello,

    I made another test. Removed some D maps and returned back Black and whites. (Bump base, Transfuency and Tint) But not for all surfaces, im too lazy :) I returned it back for legs, torso and arms.

    Memory consumtion went down after it. But still its more, its because glossy maps are still colored, if i remove them, i have to change whole settings and its not NGS anymore :)

    For me this is big difference, because with NGS i can have maximum 2 persons, but probably only one (with cloth and some props). Without NGS i can afford two, but its not so nice. So its hard to decide... Maybe you find better way how to solve it.

    Thank you,

    Tony.

     

     

     

    I know what you're talking about, i will try, but it's not only in my hands. NVidia has to help shader creators with better & faster iray versions.

  • donovancolbertdonovancolbert Posts: 1,421

    I've notcied that when using some of Cayman Studio's UV Geographs with V3 and V4 characters and skim maps that were transferred to G3F via GenX2  - that when I apply a V3 or V4 skin and then try to apply Anagenessis II shaders, some areas, specifically around the shoulders and thighs do not take the Iray shader. 

    I realize there is quite a bit going on with that scenario. I can render some examples if you would like to see what I am talking about. If it s just a limitation of what I'm attempting to do, it isn't the end of the world, but this is the kind of scenario where the Anagenessis II shaders would be ideal. 

    But maybe someone else has encountered this, too? 

  • donovancolbertdonovancolbert Posts: 1,421
    edited April 2017

     

    Here is an example of what I am experiencing. The areas where the shader doesn't apply match the areas that don't seem to have a Cayman Studio geograft applied. 

    example.jpg
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    Post edited by donovancolbert on
  • donovancolbertdonovancolbert Posts: 1,421

    @tondalee

    You may be able to get the benefits of the iray shaders with a small reduction in texture quality with this script: 

    https://www.daz3d.com/forums/discussion/137161/reduce-texture-sizes-easily-with-this-script#latest

     

  • tondaleetondalee Posts: 12

    Thank you Colbert,

    this script is like miracle. Making work much faster. :)

  • donovancolbertdonovancolbert Posts: 1,421

    No problem. I saw your comment in that thread and was glad it could help. For those of us with "resource constrained" video cards, that script is one of the best utilities you can have in your DAZ scripts - and it is awesome @hpphoenix gives it away for free. It should be an included part of base Studio functionality. DAZ should pay him a bunch of money and include it by default. :)  

  • donovancolbertdonovancolbert Posts: 1,421

    I haven't tried it with Anagenessis II. My thoughts are that there may be a specific order you have to apply the script and the Iray shaders in order to get the best results... either the Iray Shaders first then run the texture reduction scripts, or run the texture reduction scripts first and then apply the shaders - but it should be pretty transparent either way. You should try both and see if one way gives better results than the other. I haven't tried either way, yet.

  • Dimension-ZDimension-Z Posts: 352

    I haven't tried it with Anagenessis II. My thoughts are that there may be a specific order you have to apply the script and the Iray shaders in order to get the best results... either the Iray Shaders first then run the texture reduction scripts, or run the texture reduction scripts first and then apply the shaders - but it should be pretty transparent either way. You should try both and see if one way gives better results than the other. I haven't tried either way, yet.

    Thank you very much for helping our friend to solve his issue. Actually I didn't know that script.

    Dimension-Z

  • tondaleetondalee Posts: 12

    I agree, these scripts should be part of DAZ3D. Its similar situation like plugin for monitoring memory requirements in your scene. You can buy it, but memory requirements should be somewhere in DAZ3D by default.

    I have only 4GB video card, so with this script i can render +-4 GEN3 per scene. Its great improvement.

    I think i will prepare my scenes differently, only main actors will be Gen3, rest figures Gen1 or 2.

    Thank you all for help.

  • nicsttnicstt Posts: 11,715
    edited April 2017
    tondalee said:

    I agree, these scripts should be part of DAZ3D. Its similar situation like plugin for monitoring memory requirements in your scene. You can buy it, but memory requirements should be somewhere in DAZ3D by default.

    I have only 4GB video card, so with this script i can render +-4 GEN3 per scene. Its great improvement.

    I think i will prepare my scenes differently, only main actors will be Gen3, rest figures Gen1 or 2.

    Thank you all for help.

    Why?

    Textures on G2 are usually the same size; it can vary with Genesis but again there certainly are some the same size. And iirc (which I may not) G3 is actually slightly less geometry although that aspect is very little difference - memory wise. (21556 for G2F and 17418 G3F (approx) on the vertices of the two figures). I suppose the one advantage is that prior to G3, limbs shared a texture.

    Post edited by nicstt on
  • LlynaraLlynara Posts: 4,770

    I haven't tried it with Anagenessis II. My thoughts are that there may be a specific order you have to apply the script and the Iray shaders in order to get the best results... either the Iray Shaders first then run the texture reduction scripts, or run the texture reduction scripts first and then apply the shaders - but it should be pretty transparent either way. You should try both and see if one way gives better results than the other. I haven't tried either way, yet.

    I've used this script many times with Anagenessis and it works just fine. Many maps just don't need to be as big as they are for multi character renders. I haven't noticed any quality difference after running it.

  • LlynaraLlynara Posts: 4,770
    edited April 2017

     

    Here is an example of what I am experiencing. The areas where the shader doesn't apply match the areas that don't seem to have a Cayman Studio geograft applied. 

    Donavan, here's the solution:

    1. Apply NGS Anagenessis 2 shaders to the original character
    2. Save as a material preset.
    3. Load up G3F
    4. Apply Cayman's extra UV materials to G3F
    5. Apply saved material preset to G3F.

    Note: If the skin looks weird after loading material preset, make sure you double click on "Apply UV" (V4, V5, whichever one it is.) That will smooth it out. 

    Here's an example using a very distinctive skin- MDD's Water Element for V4. Love this texture, it's available at Rendo and states that it's "not tested in DAZ Studio", so of course I have to use it, LOL. (Click for larger pics.)

    V4 with Anagenessis Shaders (Genesis Preset) and MDD's Water morphs: 

    G3F with MDD's Water Skin and Anagenessis Shaders, elf ears and some HP Tilir morphs mixed in. You could move morphs over with GenX2 (I need coffee before that happens!) 

    MDD Water.png
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    MDD Water G3F.png
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    Post edited by Llynara on
  • nicsttnicstt Posts: 11,715

    Nice job on those Llynara

  • LlynaraLlynara Posts: 4,770
    edited April 2017

    Thanks! I do love me some Anagenessis (though I can never spell it right), and Cayman's products work so well with it. Here's a couple of closeups, this skin is just so beautiful (click for large pics): 

    On V4 with Anagenessis (forgot to shade the outfit, that's Archangel for V4)

    On G3F with Anagenessis + Cayman (and Hunter Queen for G3F)

    MDD Water G3F closeup.png
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    MDD Water V4 closeup.png
    1500 x 1405 - 2M
    Post edited by Llynara on
  • donovancolbertdonovancolbert Posts: 1,421

    Donavan, here's the solution:

    1. Apply NGS Anagenessis 2 shaders to the original character
    2. Save as a material preset.
    3. Load up G3F
    4. Apply Cayman's extra UV materials to G3F
    5. Apply saved material preset to G3F.

    Well, of course now that you say it, that makes perfect sense! Thanks, @Llynara (and your name is almost as hard to spell right as Anagenessis, by the way!) 

    I know the promo says, "apply the shaders to EVERYTHING!" and that V4 is basically Genesis 1 in many respects - but I've just been using the scripts that are custom for Genesis 1, 2 and 3. Is there anything special you have to do when applying Anagenessis to V4? 

    Kind of a hassle to have to go in and load V4 and apply the skin and then apply the shader and *then* save as *another* material preset after I've already converted all my V4 skin maps to duf for G2F and G3F UVs... but... still a great work around none-the-less. Thanks! 

  • LlynaraLlynara Posts: 4,770
    edited April 2017

    You're welcome! You would have to save as a material preset to bring them over anyhow. Just have to apply Anagenessis beforehand and you're good to go. 

    Is there anything special you have to do when applying Anagenessis to V4? 

    No, nothing special. The Genesis script works perfectly on V4 and M4. I'm assuming it will work fine on the other Generation 4 characters as well. Here it is in a WIP- this is my part of a cover redo for my first novel, Crazy in the Heart. That's M4 with default skin and some morph tweaks. The V4 is Sabine by Vyktoria (that characters is in her Rendo store.)

    Generation 3 is an entirely different story. They have to be done manually. I have a lot of notes on my art thread about my experiments with them. I think I finally got V3 and M3 right though. Here's one with them. Aiko 3 is next. (click for bigger pic)

     

    Post edited by Llynara on
  • donovancolbertdonovancolbert Posts: 1,421

    I don't do a LOT of work with the Generation 3 characters. But I'm starting to port some of them over and using them with Cayman Studio's V3 UV set for G3F... so maybe I should check out your thread! Thanks! 

  • LlynaraLlynara Posts: 4,770
    edited April 2017

    I need to get that product- never thought I'd need it when it came out. But that was before I fell madly in love with V3 and her clothes. That's grown into a huge revival project for all of Generation 3. So now I've been picking up Gen 3 characters as I can find them if their quality is worth bringing into Iray. Surprisingly, quite a few of them are. And the clothes are amazingly well done for the most part.

    Just let me know if you get stuck, I think I've figured it out for the most part and most of my notes are in the thread.

    Post edited by Llynara on
  • donovancolbertdonovancolbert Posts: 1,421

    Thanks! Yeah, the V3 UVs for G3F by Cayman are awesome... pretty much the same as the G1/V4 UVs. They made me add the "V3/M3/etc" bundle for GenX2 into my wishlist. :)

    ​The thing I dislike about the V3 generation is posing... but transferring them as morphs to G3 solves almost all of those problems.

    I may have questions for you in the future. :)

  • donovancolbertdonovancolbert Posts: 1,421

    I just tried what you described, by the way. It was a few extra steps, but it solved all my problems - and holy cow - the difference is incredible. Anagenessis literally breathed new life into an old Poser oriented skin map that looked dull and lifeless before applying these shaders.

  • LlynaraLlynara Posts: 4,770

    Glad it helped. I nearly fell out of my chair the first time I used Anagenessis on a Gen 4. It's astounding what this product does with older characters. Worth every penny and more!

  • Oso3DOso3D Posts: 15,011

    It's amazing how modern shaders can really bring new life to older content. ;)

     

  • donovancolbertdonovancolbert Posts: 1,421

    It's amazing how modern shaders can really bring new life to older content. ;)

    +100

    https://www.daz3d.com/gallery/images/318306

    https://www.daz3d.com/gallery/images/270241

    http://www.daz3d.com/forums/uploads/FileUpload/54/e7f81e226597be4f2d3e6ca60e7a1b.jpg

    All of these rely heavily on your shaders, Will and look nothing like the content was originally sold. Shaders don't just allow you to revitalize older content... you can totally reimagine and repurpose it. Discovering your shaders and figuring out how to use them really opened up a whole new world of possibilities in Studio for me. 

  • Oso3DOso3D Posts: 15,011

    Nicely done!

     

  • donovancolbertdonovancolbert Posts: 1,421

    Thank you. I owe a great part of it to your contributions and advice. 

  • Dimension-ZDimension-Z Posts: 352

    It's amazing how modern shaders can really bring new life to older content. ;)

     

    Thnx a lot my friend, not only for your kind words, but for your hard work with your shaders.

    I'm working with DAZ about 10 years with 3DLight.

    I think is not only about modern shaders, but how much you play with shaders. I really have taken great results with old engines too. (I mean 3DLight)

    Thnx again!

  • donovancolbertdonovancolbert Posts: 1,421

    Understanding shaders, UVs and being able to transport morphs across generations were some of the biggest leaps forward in my abilities with 3D rendering. Lighting is critical too but not so unique to CGI. Of those, understanding just the tip of how shaders work has extended the application of my content library the most. Anagenessis and the WTP free shaders have been the most useful, versatile and powerful of those shaders in that regard. Dimension-Z, Will Timmins, Zev-0 and Cayman Studios were the first artists/contributors who provided content so important I learned their names. Fred Winkler, Stonemason, Out Of Touch... there are some other regular content providers I've learned by name too - but the utility providers are by far the most important contributors to this medium, in my opinion.  

     

  • TooncesToonces Posts: 919

    I'm sure this has been asked before, but what does 'Anagenessis' mean? Or how did you come up with that word?

  • CybersoxCybersox Posts: 9,058
    havsm said:

    I'm sure this has been asked before, but what does 'Anagenessis' mean? Or how did you come up with that word?

    I'm not the creator, but the prefix Ana means "upward", "back" or "again", and genessis is an alternate spelling of genesis, so it basically transliterates as "re-creation" or re-birth".  Pretty appropriate, since that's what the shaders essentially do, giving new life to older textures.      

  • nemesis10nemesis10 Posts: 3,421
    havsm said:

    I'm sure this has been asked before, but what does 'Anagenessis' mean? Or how did you come up with that word?

    https://en.wikipedia.org/wiki/Anagenesis

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