Texture Booster (Commercial)

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  • nomad-ads_8ecd56922enomad-ads_8ecd56922e Posts: 1,954
    edited March 14

    V3Digitimes said:

    nomad-ads_8ecd56922e said:

    I'm curious if Texture Booster can work with surfaces that have been prossessed by OsoBlendy, such that I could change the part of the surface's blocks that got added by OsoBlendy without changing the part that wasn't. or change the part that was there originally without changing the parts that OsoBlendy added.

    I don't own this shader, so I cannot answer on this specific point. I have not made shader restrictions in the script to keep the maximum of compatibility with other shaders. The clues I can give is that the booster acts on two properties, each of them being identified by their name (take care, not their label, their name, and you can see the name using the surfaces editor, using the little wheel on the right of a property slot, clicking on paramters settings), the first one being Diffuse Color (generic name for the properties labelled Base Color or Diffuse Color in a lot of case), the second one being Translucency Color. Then the properties must be mappable and mapped (you can set a white map if you want to use the dials to access unlimited RGB), with "the full" image editor options (Gamma, Type, Scale.., which is not the case for old non iray shaders). So it will depend how the shader you mention was built.

     

    OsoBlendy works by inserting additional pieces-parts onto the relevant surface, mostly each are something with the same name as the original pieces-part but with a 2 on the end, i,e, Base Color 2, Glossy Layered Weight 2, and so on.  Fundamentally I'm asking, does your program recognize, and let me select, say, Glossy Layered Weight 2 and exclude the original Glassy Layered Weight pieces-part when I want to adjust things on that surface?

     

    OsoBlendy1.png
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    OsoBlendy2.png
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    OsoBlendy3.png
    500 x 1050 - 79K
    Post edited by nomad-ads_8ecd56922e on
  • V3DigitimesV3Digitimes Posts: 3,171

    Ok I just checked my scripts after reading your post. The script searches for the properties with the exact names or labels, meaning that it is not possible for you to choose specifically which property you want to be modified by the booster (looking for properties by Names) or by the gloss script (looking for properties by Labels). The only way to use the scripts the way they currently are in order to access the second layer of the specific shader mixer shader you mentionned would be to swap (or set up) the properties names and labels directly on the shader via the surfaces editor (using the wheel and parameters properties), but I never tried to do that before so I'm not sure Daz Studio will allow that without complaining. Sorry about that :(

  • evacynevacyn Posts: 975

    Just getting a chance to play with it now :)

    Quick question - in a future update, is it possible to allow for the user to enter specific values on the Texture Booster pop-up window (like your Ultimate PBR & Iray apps do)? Often I test a lot of different options before I get want I want and the sliders can be clunky when you want to switch different values quickly.

    Thanks!

  • V3Digitimes said:

    Ok I just checked my scripts after reading your post. The script searches for the properties with the exact names or labels, meaning that it is not possible for you to choose specifically which property you want to be modified by the booster (looking for properties by Names) or by the gloss script (looking for properties by Labels). The only way to use the scripts the way they currently are in order to access the second layer of the specific shader mixer shader you mentionned would be to swap (or set up) the properties names and labels directly on the shader via the surfaces editor (using the wheel and parameters properties), but I never tried to do that before so I'm not sure Daz Studio will allow that without complaining. Sorry about that :(

    Oh well, maybe in a future updated version you can add that.  In the meantime, I can have the shader details that are the equivalent to the OsoBlendy-added bits on another surface, change them there, then manually copy the changes over to the OsoBlendy-added parts.  I had to manually add the fabric textures (that were on the original bits) onto the OsoBlendy-added bits of that example shader anyway.  Mainly I was just hoping for a way to make the OsoBlendy-added parts look very very wet.

  • V3DigitimesV3Digitimes Posts: 3,171

    evacyn said:

    Just getting a chance to play with it now :)

    Quick question - in a future update, is it possible to allow for the user to enter specific values on the Texture Booster pop-up window (like your Ultimate PBR & Iray apps do)? Often I test a lot of different options before I get want I want and the sliders can be clunky when you want to switch different values quickly.

    Thanks!

    You are the second one to add this feature, so I guess this is important. I will have a look at what are the exact consequences of having the dials text editable in the booster, (I don't remember the exact reason why I removed this feature, but there is a reason since in all my scripts I activate it by default -  I know there is a reason for the Gamma which reacts only at the end of a dial edition, but for the others I have to check).

  • V3DigitimesV3Digitimes Posts: 3,171

    nomad-ads_8ecd56922e said:

    V3Digitimes said:

    Ok I just checked my scripts after reading your post. The script searches for the properties with the exact names or labels, meaning that it is not possible for you to choose specifically which property you want to be modified by the booster (looking for properties by Names) or by the gloss script (looking for properties by Labels). The only way to use the scripts the way they currently are in order to access the second layer of the specific shader mixer shader you mentionned would be to swap (or set up) the properties names and labels directly on the shader via the surfaces editor (using the wheel and parameters properties), but I never tried to do that before so I'm not sure Daz Studio will allow that without complaining. Sorry about that :(

    Oh well, maybe in a future updated version you can add that.  In the meantime, I can have the shader details that are the equivalent to the OsoBlendy-added bits on another surface, change them there, then manually copy the changes over to the OsoBlendy-added parts.  I had to manually add the fabric textures (that were on the original bits) onto the OsoBlendy-added bits of that example shader anyway.  Mainly I was just hoping for a way to make the OsoBlendy-added parts look very very wet.

    Doing this as an option for the current gloss scripts would be difficult, because I think that all the keyboard shortkeys I am able to implement to launch scripts with option are already in use (control, shift, alt). If I find a way to add a new shortkey, this could be done I think. Otherwise it would mean additional scripts (and I would not like them to be confusing for users), or I could add this option in the booster options scripts, if I have enough room for that... I don't promise anything except that I'll have a look at the existing options to make it even more customizable with a total freedom on the properties modified.
  • RexRedRexRed Posts: 1,360
    edited August 3

    I love your Texture Booster script, it is very useful in so many ways!

    Could I ask for an update so that Texture Booster will also handle Omni hair shaders so we can conveniently change Omni hair colors with sliders?

    Thanks for making such a great product!

     

    Post edited by RexRed on
  • V3DigitimesV3Digitimes Posts: 3,171
    edited August 3

    Thanks a lot, I'm happy you love it!

    I'll have a look how Omni hair are exactly build in order to see if and how it is possible. For now i'm struggling to finish ASAP two big projects and promo imagery for september, but I'll have a look just after those projects are submitted (normally in about ten days if everything goes as expected).

    I'll take this opportunity to also post updates on other products that are already "ready" (implemented), but that I never submitted by lack of time/people/time to find or contact peopleto beta test them.

    edit : and this specific Booster update should also include "text editable" values for most of the booster dials - they were implemented, never submitted for the reason mentioned above.

    Post edited by V3Digitimes on
  • DoctorJellybeanDoctorJellybean Posts: 8,517

    V3Digitimes said:

    For now i'm struggling to finish ASAP two big projects and promo imagery for september, but I'll have a look just after those projects are submitted (normally in about ten days if everything goes as expected).

    Intriguing smiley

  • V3DigitimesV3Digitimes Posts: 3,171

    DoctorJellybean said:

    V3Digitimes said:

    For now i'm struggling to finish ASAP two big projects and promo imagery for september, but I'll have a look just after those projects are submitted (normally in about ten days if everything goes as expected).

    Intriguing smiley

    ahah! I won't spoil anything...
  • johnjohn808johnjohn808 Posts: 175

    I `ve been using this a while and I love it and use it every single day. 

    Couple of questions

    Is it possible for the figure to not turn colors after exiting the plugin while in texture shaded preview? Depending on the RGB ettings that I changed, the figure ends up different shades and red, green, and blue while in the viewport, but fine when in in iray preview.

    And can this be used while working with merchant resource skins?

    Thank you

  • V3DigitimesV3Digitimes Posts: 3,171
    edited December 9

    johnjohn808 said:

    I `ve been using this a while and I love it and use it every single day. 

    Couple of questions

    Is it possible for the figure to not turn colors after exiting the plugin while in texture shaded preview? Depending on the RGB ettings that I changed, the figure ends up different shades and red, green, and blue while in the viewport, but fine when in in iray preview.

    And can this be used while working with merchant resource skins?

    Thank you

    Thanks for the nice feedback, I'm really glad you love and use my Booster!

    To answer your questions :

    - No it is not possible to prevent the texture shaded mode to change the colors, that it the way Daz Studio works, and there is nothing that can be done about it.

    - Not sure I understand your question concerning the merchant resource, can you make this question more detailed or specific?

    Post edited by V3Digitimes on
  • johnjohn808johnjohn808 Posts: 175

    V3Digitimes said:

    johnjohn808 said:

    I `ve been using this a while and I love it and use it every single day. 

    Couple of questions

    Is it possible for the figure to not turn colors after exiting the plugin while in texture shaded preview? Depending on the RGB ettings that I changed, the figure ends up different shades and red, green, and blue while in the viewport, but fine when in in iray preview.

    And can this be used while working with merchant resource skins?

    Thank you

    Thanks for the nice feedback, I'm really glad you love and use my Booster!

    To answer your questions :

    - No it is not possible to prevent the texture shaded mode to change the colors, that it the way Daz Studio works, and there is nothing that can be done about it.

    - Not sure I understand your question concerning the merchant resource, can you make this question more detailed or specific?

     

    Hello thank you for your reply

    What I meant was, can I use the plugin to set my character`s shader settings on merchant resource skin which I would then sell the character in my store.

    But your answer to my first question kind of threw away the second question, as it would probably look unusual to the customer LOL

    Thank you again for creating such a important and useful plugin, I will still being using it for my renders every day :)

     

  • V3DigitimesV3Digitimes Posts: 3,171
    edited December 9

    johnjohn808 said:

    V3Digitimes said:

    johnjohn808 said:

    I `ve been using this a while and I love it and use it every single day. 

    Couple of questions

    Is it possible for the figure to not turn colors after exiting the plugin while in texture shaded preview? Depending on the RGB ettings that I changed, the figure ends up different shades and red, green, and blue while in the viewport, but fine when in in iray preview.

    And can this be used while working with merchant resource skins?

    Thank you

    Thanks for the nice feedback, I'm really glad you love and use my Booster!

    To answer your questions :

    - No it is not possible to prevent the texture shaded mode to change the colors, that it the way Daz Studio works, and there is nothing that can be done about it.

    - Not sure I understand your question concerning the merchant resource, can you make this question more detailed or specific?

     

    Hello thank you for your reply

    What I meant was, can I use the plugin to set my character`s shader settings on merchant resource skin which I would then sell the character in my store.

    But your answer to my first question kind of threw away the second question, as it would probably look unusual to the customer LOL

    Thank you again for creating such a important and useful plugin, I will still being using it for my renders every day :)

     

    OK I understand better. If it is only to use on a character (and not a shader pack), with one or two material presets maximum, I would be ok (the idea is that your product should not discourage people from needing/using my Booster).

    Anyway you would be in big trouble saving the materials since you cannot save the Gamma in your materials, Gammas can only be saved with full figures. But the second trouble you would also have is that skin merchant resources generally ask that you tweak them enough to make them your own (the same way, so that people cannot extract the maps from your product), and when they say so, it means that you modify the jpg/png image files and not only the shader properties (as the booster does).

    Anyway it seems that you already gave up the idea because of the texture shaded weird looks which can occur, so no problem any longer.

    You're welcome, I'm really happy when I see people realize (and use!!!) all the potential of this Texture Booster, it really warms my heart! Keep on having fun and render with creativity !

    Post edited by V3Digitimes on
  • johnjohn808johnjohn808 Posts: 175

    Thank you for the information!

    Yes I am modifying the PNG files by adding details and such in photoshop and renaming when called for.

    I would have just used Texture Booster to change existing shader settings to ger rid of unwanted colors. 

    Although I can do it without it as I have learned everything I know about working with shaders from your Skin Shading Bundle :)

    But it`s so much quicker and easier using Texture Booster.

     

  • V3DigitimesV3Digitimes Posts: 3,171

    Thanks ! I appreciate your feedback on the Skin Shading Bundle :) Yes, the Booster is more "straightforward" and a bit more powerful. I allow you to use it if you sell a character with 1/2 material presets, but as I told you before, the Gamma settings cannot be saved with material presets, it is obligatory with the figure itself (so far). So you would be limited in what you can do with the booster (plus the texture shaded mode might still look unrepresentative of your final render).

    Good luck with your new figure :)

  • ElorElor Posts: 1,631
    edited December 19

    I can't get no… eyes' reflections as the Rendering Stones famously said blush (no problem with satisfaction regarding the various products I got from your store though yes).

    I converted a character's skin to PBR Skin a couple of months ago (if it's usefull, it's Millarose by Mousso) and I don't know if it's something I did wrong during the conversion (I think I mostly used the third preset and maybe played a bit with the booster settings but I have no idea if there is a way to check what I did back then before saving what I did as a character preset) or if it's a problem with the lighting of the scene, which didn't change between the two cropped test renders shared below.

    I have these lights in the scene (set to Scene Only, so no light from an HDRI or the Sun & Sky system) (hopefully I didn't mix right and left in my description):

    • a distant light going from her right, mimicking the moon (which is very unlikely to have any impact on her eyes, I'm just speaking about it for the sake of completness)
    • two flames in her hands: the one in her right hand is at the same level of her hip (so unlikely to reflect in her eyes) while the one in her left hand is at her face level)
    • a half sphere ghost light on her left hand to boost the light coming from the flame (I don't think I have disabled reflection, I'm using Invisi Light by Esha to manage the various properties related to ghost lights)
    • a ghost light plane right, near her face to get a bit more light here too while keeping a relatively shadowy renders.

    With PBR Skin, the eyes doesn't seem to show any sign of reflection:

    With Iray Uber (I applied to the default mat, just removing the eyebrows from the textures using one of the presets included), her eyes are reflecting the plane and something from her right side (no idea if it's the flame or the sphere) and are feeling a bit shiny overall (like her skin, which is maybe something I should improve on the PBR Skin too):

    If it's because I need to change the lighting (which is very possible: I'm trying to improve here but I still have a lot to learn), I'll see myself out of this thread and look elsewhere to learn more about light, but maybe it is something that can be improved either by playing with Texture Booster or possibly by tweaking things manually ?

    Oh, and congratulation for Textures Booster being one of 2024 top selling products smiley

    Iray_Uber.jpg
    600 x 800 - 102K
    Iray_PBR.jpg
    600 x 800 - 123K
    Post edited by Elor on
  • V3DigitimesV3Digitimes Posts: 3,171
    edited December 19

    Hey Elor, sorry for the delay, I am struggling with a windows update and did not see your image... Thanks for the feedback and nice words. For your converted figure, don't touch the lighting, it is probably the eyes shader which must be reworked. I remember I struggled with settings for pupils/cornea and such elements conversion, because the presets working on some figures worked bad on others and inversely... And the end was a compromise that was not always OK.

    So what I would suggest is several ways to solve this :

    -  first solution : select the eyes surfaces of your figure (surfaces editor tab), and CRTL+double click on the original figure material. In the popup which appears, choose "selected surfaces only". This reverts only the eyes to their original materials, and there is no real reason to use PBRSkin on eyes surfaces.

    - second solution, if you are a bit comfortable with shaders, for you pupils/cornea/eye moisture (this can be one or all these surfaces), increase the glossy layered weight and/or dual lobe specular weight and/or top coat weight, while keeping low roughness for all of them. Check also the reflectivity and the refraction if there is some, always keeping roughness low (0.17/0.25) this is often where you find a solution.

    Let me know if it helped, and if not, let me know what generation you are working on so that I can have a look at what I did to the eyes which could be updated or fixed... I have to restart my computer grr windows!!!!

    edit : Oh, and I just saw the for the "top selling"... I had not noticed it this morning (lol, too focused on my new projects)

    Post edited by V3Digitimes on
  • ElorElor Posts: 1,631
    edited December 19

    There is no need to apologise: I'm not in any hurry and if I was, it would likely still be my fault (I'm sadly a master at never doing tomorrow what I could do the day after tomorrow) blush

    I regularly forgot about the power of CTRL, outside of applying poses on some bones only blush

    Selecting all the surface related to the eyes is a perfect short term solution: I tried to applied one of the eyes' preset from this character, but it likely didn't change any of the other surfaces and I ended with an even worse looking situation and I didn't think about using CTRL.

    The pictures are a bit smaller because I changed the framing of the scene but here the result.

    Before the change:

    After the change (only the eyes were changed with a spot render, merging the 'new' eyes with the previous render in Affinity Photo):

    I'll keep the other solution in mind to see if I can understand how PBR skin works a bit better with trials and errors, trying to get to the same outcome smiley

    Thank you very much for your advices yes

    Edit: I forgot, I'm using a G8F character. Older generations (well, Genesis 3) require, I think, more tuning that I'm able to do right now, so I'm using them with their default Iray preset.

    Iray_PBR_2.jpg
    400 x 600 - 46K
    Iray_Uber_2.jpg
    400 x 600 - 47K
    Post edited by Elor on
  • V3DigitimesV3Digitimes Posts: 3,171

    You're welcome. I'd like to add a bit more information here :

    - PBRSkin figures generally have surfaces of their eyes - at least the "transparent" ones - still using Iray, because PBRSkin is made, as mentioned in its name, for skins. 

    - When you load an eye material preset, depending on how it was saved, you have the risk of loading ONLY the base/translucency color maps of the "iris/pupils/sclera", meaning that in no way (or only little if some gloss info are also inlcuded) it can solve your eye reflectivity issue. This is why the best procedure is to select the eyes surfaces (all including tears, cornea, eye moistures, etc), and CRTL click on you original material for your FIGURE (and not only for the eyes, which 'can' work, but the figure one is safer). It may be a bit different for Genesis 9, but Genesis 9 does not require PBRSkin conversions. Then if you want to change eyes colors, simply load eyes material presets, they normally don't touch the skin settings.

    I'm happy we reached the solution so easily, but you should dare to play with eyes glossy properties in the surfaces editor, because if you scene was saved before you try, what do you risk? (except reloading the scene which can take a while)

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