Skin Builder - Now Available [Commercial]

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  • ZamuelNowZamuelNow Posts: 753
    edited December 1969

    What are your render settings? Some settings may be leaving artifacts and altering the image.

  • ChronopunkChronopunk Posts: 292
    edited December 1969

    ZamuelNow said:
    What are your render settings? Some settings may be leaving artifacts and altering the image.

    Theoretically, they're default, out of the box 3Delight settings (attachment below).

    I'm beginning to wonder if it might be a lighting issue.

    The scene in question is being lit with the standard studio light set from Predatron's Boudoir/photo studio. When I tried running the scene through Luxus last night on a lark, I didn't see any striations (though I did see that I'm still doing something wrong with Luxus in terms of lights as my image was full of "ridiculously over-lit areas of skin").

    Regardless, here are the settings. Thank you for peeking in on this one, Zamuel. Appreciated. :)

    (It should also be noted that I'm starting to see very long load times with skin builder skins, this one in particular - I'll dig back through the thread for the short form answer to how to fix that...)

    Screen_Shot_2014-07-05_at_4.11_.41_PM_.png
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  • ZamuelNowZamuelNow Posts: 753
    edited December 1969

    Alright, two things. With a second camera, zoom out and take a render. With your original camera, change the Shading Rate to 0.5 and then take a render. The simpler answer is that lower Shading Rate settings are taking samples at smaller sizes and thus they're sharper images. Shading Rates of 1.0 or higher are usually only used for testing and setup since they render faster at lower quality while lower numbers are for finalized renders with 0.2 more preferred unless you're doing something commercial or have a really good rig.

  • ChronopunkChronopunk Posts: 292
    edited December 1969

    ZamuelNow said:
    Alright, two things. With a second camera, zoom out and take a render. With your original camera, change the Shading Rate to 0.5 and then take a render. The simpler answer is that lower Shading Rate settings are taking samples at smaller sizes and thus they're sharper images. Shading Rates of 1.0 or higher are usually only used for testing and setup since they render faster at lower quality while lower numbers are for finalized renders with 0.2 more preferred unless you're doing something commercial or have a really good rig.

    So the new camera and zoom out didn't come out any better.

    Here's the first camera, with a 0.5 shading rate. Same problem.

    I'll put a 0.2 shading rate in a separate reply.

    Screen_Shot_2014-07-05_at_5.05_.27_PM_.png
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  • ChronopunkChronopunk Posts: 292
    edited December 1969

    And here's the 0.2 rate.

    Screen_Shot_2014-07-05_at_5.19_.27_PM_.png
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  • ChronopunkChronopunk Posts: 292
    edited December 1969

    For the heck of it, here's what I got on the second camera.

    Screen_Shot_2014-07-05_at_5.36_.58_PM_.png
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  • ZamuelNowZamuelNow Posts: 753
    edited December 1969

    Hmm.

    I'm beginning to wonder if it might be a lighting issue.

    What are your light settings? All things considered, others are probably more qualified than I but just looking to see what I can.

  • ChronopunkChronopunk Posts: 292
    edited July 2014

    ZamuelNow said:
    Hmm.

    I'm beginning to wonder if it might be a lighting issue.

    What are your light settings? All things considered, others are probably more qualified than I but just looking to see what I can.

    They're the standard "Studio Lights - Main" lights from the Boudoir/Studio set.

    In this order:

    Left Back Rim (Spot): (X/Y/Z Translate: -118.69/152.63/-166.16) (X/Y/Z Rotate: 162.88/-404.22/174.25)

    Illumination: On
    Color: White (255/255/255)
    Intensity: 90%
    Spread Angle: 66.34
    Deep Shadow Map
    Shadow Color: Black (0/0/0)
    Shadow Intensity: 100%
    Shadow Softness: 20%

    Inner Up Rear Light (Spot): (X/Y/Z Translate: 17.33/235.85/-227.73) (X/Y/Z Rotate: 151.90/-4.49/175.93)

    Illumination: On
    Color: White (255/255/255)
    Intensity: 65%
    Spread Angle: 66.34
    Deep Shadow Map
    Shadow Color: Black (0/0/0)
    Shadow Intensity: 100%
    Shadow Softness: 20%
    Shadow Bias: 0.050

    Uber Environment 2:

    Intensity: 50%
    Intensity Scale: 100%
    Color: White (255/255/255)
    Environment Mode: Occlusion w/Soft Shadows
    Saturation/Contrast/Occlusion Strength/Indirect Lighting Strength: all 100%
    Occlusion Color: Brown-ish (57/34/20)
    Occlusion Samples: 128
    Shadow Bias: 0.10
    Shading Rate: 8.0
    Max Error: 0.10
    Maximum Trace Distance: 150

    Inner Up Left Light (Spot): (X/Y/Z Translate: -143.98/369.27/204.96) (X/Y/Z Rotate: -44.29/-48.57/-4.29)

    Illumination: On
    Color: White (255/255/255)
    Intensity: 90%
    Spread Angle: 66.34
    Deep Shadow Map
    Shadow Color: Black (0/0/0)
    Shadow Intensity: 100%
    Shadow Softness: 20%


    (Edited to add translation/rotation data)

    Post edited by Chronopunk on
  • ZamuelNowZamuelNow Posts: 753
    edited December 1969

    Uber Environment 2:

    Intensity: 50%
    Intensity Scale: 100%
    Color: White (255/255/255)
    Environment Mode: Occlusion w/Soft Shadows
    Saturation/Contrast/Occlusion Strength/Indirect Lighting Strength: all 100%
    Occlusion Color: Brown-ish (57/34/20)
    Occlusion Samples: 128
    Shadow Bias: 0.10
    Shading Rate: 8.0
    Max Error: 0.10
    Maximum Trace Distance: 150

    Inner Up Left Light (Spot): (X/Y/Z Translate: -143.98/369.27/204.96) (X/Y/Z Rotate: -44.29/-48.57/-4.29)

    Illumination: On
    Color: White (255/255/255)
    Intensity: 90%
    Spread Angle: 66.34
    Deep Shadow Map
    Shadow Color: Black (0/0/0)
    Shadow Intensity: 100%
    Shadow Softness: 20%

    Try lowering your UE2 light's Shading Rate to 1. Similarly, you may want to try changing the shadows from Deep Shadow Map to [other option I forget the name of]. If this doesn't improve things, I have no clue.

  • ChronopunkChronopunk Posts: 292
    edited December 1969

    ZamuelNow said:

    Try lowering your UE2 light's Shading Rate to 1. Similarly, you may want to try changing the shadows from Deep Shadow Map to [other option I forget the name of]. If this doesn't improve things, I have no clue.

    Thank you!

    I'll give it a shot after dinner. :)

  • TJohnTJohn Posts: 11,106
    edited December 1969

    ZamuelNow said:
    Uber Environment 2:

    Intensity: 50%
    Intensity Scale: 100%
    Color: White (255/255/255)
    Environment Mode: Occlusion w/Soft Shadows
    Saturation/Contrast/Occlusion Strength/Indirect Lighting Strength: all 100%
    Occlusion Color: Brown-ish (57/34/20)
    Occlusion Samples: 128
    Shadow Bias: 0.10
    Shading Rate: 8.0
    Max Error: 0.10
    Maximum Trace Distance: 150

    Inner Up Left Light (Spot): (X/Y/Z Translate: -143.98/369.27/204.96) (X/Y/Z Rotate: -44.29/-48.57/-4.29)

    Illumination: On
    Color: White (255/255/255)
    Intensity: 90%
    Spread Angle: 66.34
    Deep Shadow Map
    Shadow Color: Black (0/0/0)
    Shadow Intensity: 100%
    Shadow Softness: 20%

    Try lowering your UE2 light's Shading Rate to 1. Similarly, you may want to try changing the shadows from Deep Shadow Map to [other option I forget the name of]. If this doesn't improve things, I have no clue.
    Ray Tracing :)

  • ChronopunkChronopunk Posts: 292
    edited December 1969

    tjohn said:

    Ray Tracing :)

    Ray tracing was indeed the answer.

    I confess to having zero clue as to why shadow mapping would cause those striations, but, there it is.

    I'll post the good render up to my galleries here on Daz and Deviant Art when complete. :)

    Thanks for all your help, Zamuel and Tjohn. :)

  • ZamuelNowZamuelNow Posts: 753
    edited December 1969

    Ray tracing was indeed the answer.

    I confess to having zero clue as to why shadow mapping would cause those striations

    It's due to how the system calculates shadow. Ray Tracing is more system intensive but it's also more accurate, especially when different kinds of of shaders are involved.

  • ChronopunkChronopunk Posts: 292
    edited July 2014

    ZamuelNow said:
    Ray tracing was indeed the answer.

    I confess to having zero clue as to why shadow mapping would cause those striations

    It's due to how the system calculates shadow. Ray Tracing is more system intensive but it's also more accurate, especially when different kinds of of shaders are involved.

    Ah, I understand more, now. Thank you. :)

    Next on my list of things to figure out: Why does she suddenly look like she's covered in snake skin when I turn SSS on (specifically the AOA SSS and DT's Toolbox).

    -Edit-

    Gallery images are up:

    Deviant Art

    Daz Gallery

    Post edited by Chronopunk on
  • GnotMeGnotMe Posts: 131
    edited December 1969

    tjohn said:
    drdancm said:
    tjohn,

    Here is a post of what the problem looks like with V5 Supermodel:

    I read through the posts and my understanding is that you need to have Victoria 5, which I do, so that should work for Genesis female figures. As for Genesis 2, Zev0 said that V5 is there by default for any of the Genesis 2 female figures. Therefore unless my understanding is wrong or incomplete I should not be having problems.

    Is there a specific test I could do to figure out if V5 UV map is not available?

    Thanks,

    Dan


    Yes, Dan, there is (Genesis 1). Select the figure you have loaded, select the Surfaces pane and select the figure in the pane as shown below. If it says "Victoria 5" under the UV Mapping, you're all set. Starting with the V5 figure will be the easy way to go with Genesis 1 - you can always change the shape later.
    With G2F, the product should work without a problem. I don't have a clue why you're having trouble. Maybe if you can post a clothed image of the problem, perhaps Zev0 could help you.
    John
    V5_Supermodel_Tan_Builder_Problem.jpg
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  • will2powerwill2power Posts: 270
    edited December 1969

    It's a pretty long post, so I apologize if the question has been asked and answered already, but can you use the skin builder with the Genesis 2 Male? If not, is there going to be a mod or version made more specifically for the G2M?

  • Zev0Zev0 Posts: 7,089
    edited August 2014

    Sorry for late reply. I have not being getting any notifications for this thread :blank: At this stage no male version is on the cards. It was intended to be a female only product.

    Post edited by Zev0 on
  • HappyboyHappyboy Posts: 54
    edited December 1969

    Please Please Please reconsider Zevo, lol.

    This has been a FANTASTIC tool for G2F and would be really useful for G2M as well. Has helped immensely with my characters.

    Also, more options for for tan lines, makeup and Gen hair in this one? Like I said, FANTASTIC, I'm just giving suggestions;)

  • ChronopunkChronopunk Posts: 292
    edited December 1969

    Please Please Please reconsider Zevo, lol.

    This has been a FANTASTIC tool for G2F and would be really useful for G2M as well. Has helped immensely with my characters.

    Also, more options for for tan lines, makeup and Gen hair in this one? Like I said, FANTASTIC, I'm just giving suggestions;)

    More tan lines would be fantastic, as would just about every other suggestion so far. I know I've been quiet on the thread, but Zev, seriously, I love this product. So. MUCH.

    Seriously. I thank, and Alice thanks you. :)

  • VengedVenged Posts: 0
    edited December 1969

    Is there a instruction manual? I'm having trouble finding Skin Builder Pro after I installed it.

    Thanks

    Robert

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    People\Genesis\Materials\Skin Builder
    People\Genesis 2 Female\Materials\Skin Builder

  • VengedVenged Posts: 0
    edited December 1969

    Zev0 said:
    People\Genesis\Materials\Skin Builder
    People\Genesis 2 Female\Materials\Skin Builder

    Thanks I found it. Nice product!

  • Zev0Zev0 Posts: 7,089
    edited August 2014

    Cool:) Hope you enjoy using it:)

    Post edited by Zev0 on
  • ArkadySkiesArkadySkies Posts: 206
    edited December 1969

    Zev0 said:
    At this stage no male version is on the cards. It was intended to be a female only product.
    Yet another reason to refuse to "upgrade" to Genesis 2. Having male and female figures separate means things will often get made for the female figure with no equivalent for the male (with the exception of good poses and armor - most of the stuff for the girls is about being sexy or pretty, not lifelike or practical). There's been more than one product I've not purchased since I wasn't confident the boys would get one too. Frustrating as hell.

    (I get that as the one producing the product, it's a lot of work to make it and not worth your time if it won't be profitable, but that just further proves my point G1 was a better deal than G2.)

    In terms of a male version, we will see how well this does on market before we decide to go ahead with that.

    "It was intended to be a female only product" is not the message I got from the March comment above. Your comment in March seems to quite strongly imply if the female version is profitable you'd follow it up with a male version. Kind of misleading to suggest how well the female version sells will determine whether a male one gets made (and thus if we're hoping for a male version we should buy the female one now even though there is no male version) if that wasn't actually the case.

  • Cris PalominoCris Palomino Posts: 11,381
    edited December 1969

    If it was originally intended as a female only product, it doesn't mean that a male couldn't be in consideration. PAs have many reasons why they decide for or against doing a product. While it may be aggravating to you, since you want the male version (from how I read this), I don't believe there is any intention to mislead.

  • DkgooseDkgoose Posts: 1,451
    edited December 1969

    It can be used with G2M, I'll post a picture I did, you just need to copy the V5 UV's from G2F to G2M, I'm at work right now but can put file locations when I get home if no one beats me to it. I'll also post a picture later, but here's one for now.

    image.jpg
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  • cory77_dad5a3bd45cory77_dad5a3bd45 Posts: 73
    edited December 1969

    hi i'm having trouble using skin builder with Genesis 2 female. The skin will not synch up correctly. I have set the uv set to v5 as suggested and it still messes up. please help zevo :)

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    Explain what you mean by sync? It should auto convert the uv set to V5 and you shouldn''t really have to manually set anything. Can you post a screenshot of what is happening?

  • cory77_dad5a3bd45cory77_dad5a3bd45 Posts: 73
    edited December 1969

    I use it strictly for make up and it isnt lining up correctly.

    test.jpg
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  • Zev0Zev0 Posts: 7,089
    edited December 1969

    Make sure the following highlighted maps are all listed as V5UV. If V5UV is not listed, then the skin you are using is not using V5UV.

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