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Good news: 80% rendered and still no spots on Kat! Going to let it run to 100% to be sure and then post.
UPDATE: 94% rendered and still no spots!
Yay! I was tearing my hair out over this issue last night. It's like the spots are the skin reflecting the background but when the bg is transparent, the "reflection" is too... I feel as though that shouldn't happen regardless of various sss settings but then again I'm not an engine programmer lol
Neither am I, LOL. But I worked in IT for the past ten years (until recently) and am more than happy to help test and troubleshoot stuff. I didn't know much about skin settings til I started playing with Anagenessis 2. I still have lots of to learn. Thank you so much for your script. It's very helpful and really does make the skin look beautiful. It's a great and useful fix till we get Anagenessis 3 (gosh, I can't wait!)
PS Still rendering. At 95%, it's taking forever but still no spots.
And that sounds suspiciously like another bug I reported to DAZ about DAZ Studio 4.9.4.117 that the window glass shader in Windows Seat product causes to show up.
It very well may be the gamma. Several are having issues with the gamma being reset randomly on various texture nodes with G3F MATs. In my case it will be lips & ears. Then the next load those are fine and it's legs or arms etc.
This render finally finished and her skin looks perfect. No spots at all. I rendered it big, so you can click and zoom in for details. Thank you so much. Lain, for figuring out the issue. I will certainly use this on other older skins and let you know if I get any spots/speckles.
So - just to be clear ... what fixed the problem? Is it the updated script or some gamma setting? Sorry, I'm just not sure from the preceding posts.
@marble This is what fixed it for me. I updated to the script Lain posted and ran that. No speckles at all. Would love to see if it fixes it for you and others having issues. (That gamma issue was from some of the fiddling I was doing on my own. I was copying settings from V8, but they were for her eyebrows. Doh!)
I'm seeing a problem but not by using dual lobe or chromatic sss. Any suggestions on applying the above fix?
Timmins, dig around and look at the SSS settings. Seems like something in those + certain lights aren't happy.
FYI- Just noticed something I wanted to share about this script. If your figure looks too dark or tan, you can adjust the translucency weight. The script sets it to .90. I had a fair skinned character that needed .60. Testing it on a darker skinned character now.
EDITED TO ADD: You can also check the translucency weight of your character's skin before applying the script, then set it back to that translucency weight if needed. I found my darker skinned character looked better with her default of .41.
hello party people. with Llynara's help, I've uploaded a new version of the script
https://www.sharecg.com/v/88538/view/8/Script/Ekm-Dual-Lobe-ify-G3
This should help adjust the out of the box issues people were having with the spots. I have no idea if these new settings will work in 100% of all use cases. If you run into issues try changing the settings highlighted in the attached image.
I tried the Presto Morpho script to transfer LY Stormy to GF8 and it didn't work. Does G3F & G8F both need to be in their zero poses?
https://www.daz3d.com/ly-stormy
However, I did also run Ify script on a G3M with iRay & it works.
The new script works much better! Thank you! I only found one "dead pixel" - on her forehead. No biggy at all.
I noticed that it darkens the skin a bit, but the skin does look better, imo. So definitely worth it! :) Thank you for the great script!
Edit - I find that dropping the Translucency Weight to .79, it seems to help with the skin darkening issue:
Thank you for sticking with this despite the initial problems. Much appreciated.
I was playing around with things the other day and found that the new g8 skins that use a color image map for translucency are much paler than the base color image map. this would be easy to fix for older skins by taking the base color map into an gimp or ps and upping the brightness.
and np, @marble!
Could you use Shader Mixer to mix the Base Color image map with just a simple white, I think around 40% white, 60% image map mix would be about right. This would save having to create a new map and make the process fully automated.
I'm experimenting at the mo, by using the mei lin 7 texture and taking it into layered image editor and mixing it with the mei lin 7 sss map at a blend of 40% for the sss and 100 % for the diffuse map, it seems to brighten the diffuse just enough. I wont know how good it looks until the image has finished rendering though.
Yes, I have realised that LIE is probably an easier route than my suggestion of using the Shader Mixer!
Seems to work, i've uploaded a pic lotus 2 to my gallery, not really sure how to post images on here without taking up the whole page lol.
Wow , thank you so much.