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So, vwrangler expressed curiosity as to whether the Rovescio dress for V4 might be able to be converted to G8F for dForce use. It sounded like an interesting challenge, and the dress is $2.99, so I thought I'd give it a try.
Note:
This will only work for rigged clothing. Dynamics will require a different workflow entirely and aren't very workable with current available options. I'm working on a product for that.
Workflow:
To go from Victoria 4 to Genesis 2 Female, I first set the dress to weight mapping using the edit--rigging option in the Scene Tab.
Then I dialed the V4 clone to 1.00 on Genesis 2 Female (making her the shape of V4). I used Transfer Utility and the "Current" option under "Source" instead of the usual clone/reverse shape from selected option. This avoided the "chunky hem" and crotch triangulation problems surprisingly well. There was some clipping in the hip area when I dialed V4 clone back to 0 again, so I used the smoothing modifier and a mesh offset (you can apply both from the Scene Tab button's edit--geometry menu options) to fix the clipping. Then I hid everything in the scene but the dress but left the modifiers on, exported to obj, and then used that scene tab edit menu again to use edit--geometry--update figure geometry, and loaded the exported obj through that. This ensures I have a non-clipping version before I autofit.
To go from Genesis 2 Female to Genesis 8 Female I used the same Transfer Utiltity workflow, but this time I dialed in the G2F clone on G8F before I activated the Utility and used Current under Source again. I used one of my templates from Ultra Templates because I prefer posing the skirt manually, but this will probably work without that. Again I got decent results except in the hip area, so I used the dress's morphs plus the smoothing/collision export trick to fix it again. You have to fix clipping before you start dForce. Just regular autofit to G2F, then G8F worked all right for the necklace and bangles. I used Olympia for Genesis 8 Female plus a larger breast morph to demonstrate that it works without having to use the default. (That's a couple of Faces of Asia faces dialed in smaller amounts.)
So then I was ready to select the dress, then go the Simulation Settings tab and its little top-left button and add a dForce dynamic modifier. I went to Create and added a dForce Influence weight map too. Then I used alt plus dragging the mouse in the Weight Map editor (alt shift W, and the Tool tab, create one if you don't have one) to lower the influence of dForce under the breast area to stop it from stretching downward too far. I also went to the Surfaces tab and increased stiffness in the dForce settings there, but just for the lower Skirt material, to see if I could save more of that look that the original had.
Finally, I simmed with the default settings except with Stabilization Time increased to 1.5. I updated the material to Iray. This is the result. The transverse tiny wrinkles are actually from the displacement map; the dress doesn't have enough polygons to do that with its actual geometry. That would be a pretty heavy sim if it was; if you want to try for that you can increase the subdivision and set the Simulation Settings' Collision Mesh Resolution to "Viewport" instead of the base geometry.
In fact, I tried that exact thing for the second pose. It took longer to simulate, but not by as much as I expected. Next time I would also use the same conversion method as the dress on the necklace rather than Autofit it, I think. It actually had custom bones that are now lost.
If you do this, don't forget to save the dress or other item as a new library item so you don't have to repeat your work. When I do this I try to use the original author's name and if possible the same product name, as long as it doesn't overwrite anything (from V4 to G8 it won't because their file formats differ). You don't have to save that little "dForce Modifier Weight Node" token. It's only there to make the dForce map visible for editing. The map is actually still saved to the garment when you save, and you only have to add another one when/if you want to edit the dForce weight map(s) again.
I've got an idea for a way to maybe make this process a lot faster, but I'll need to do some experiments before I consider it workable.
Note:
This will only work for rigged clothing. Dynamics will require a different workflow entirely and aren't very workable with current available options. I'm working on a product for that.
Workflow:
To go from Victoria 4 to Genesis 2 Female, I first set the dress to weight mapping using the edit--rigging option in the Scene Tab.
Then I dialed the V4 clone to 1.00 on Genesis 2 Female (making her the shape of V4). I used Transfer Utility and the "Current" option under "Source" instead of the usual clone/reverse shape from selected option. This avoided the "chunky hem" and crotch triangulation problems surprisingly well. There was some clipping in the hip area when I dialed V4 clone back to 0 again, so I used the smoothing modifier and a mesh offset (you can apply both from the Scene Tab button's edit--geometry menu options) to fix the clipping. Then I hid everything in the scene but the dress but left the modifiers on, exported to obj, and then used that scene tab edit menu again to use edit--geometry--update figure geometry, and loaded the exported obj through that. This ensures I have a non-clipping version before I autofit.
To go from Genesis 2 Female to Genesis 8 Female I used the same Transfer Utiltity workflow, but this time I dialed in the G2F clone on G8F before I activated the Utility and used Current under Source again. I used one of my templates from Ultra Templates because I prefer posing the skirt manually, but this will probably work without that. Again I got decent results except in the hip area, so I used the dress's morphs plus the smoothing/collision export trick to fix it again. You have to fix clipping before you start dForce. Just regular autofit to G2F, then G8F worked all right for the necklace and bangles. I used Olympia for Genesis 8 Female plus a larger breast morph to demonstrate that it works without having to use the default. (That's a couple of Faces of Asia faces dialed in smaller amounts.)
So then I was ready to select the dress, then go the Simulation Settings tab and its little top-left button and add a dForce dynamic modifier. I went to Create and added a dForce Influence weight map too. Then I used alt plus dragging the mouse in the Weight Map editor (alt shift W, and the Tool tab, create one if you don't have one) to lower the influence of dForce under the breast area to stop it from stretching downward too far. I also went to the Surfaces tab and increased stiffness in the dForce settings there, but just for the lower Skirt material, to see if I could save more of that look that the original had.
Finally, I simmed with the default settings except with Stabilization Time increased to 1.5. I updated the material to Iray. This is the result. The transverse tiny wrinkles are actually from the displacement map; the dress doesn't have enough polygons to do that with its actual geometry. That would be a pretty heavy sim if it was; if you want to try for that you can increase the subdivision and set the Simulation Settings' Collision Mesh Resolution to "Viewport" instead of the base geometry.
In fact, I tried that exact thing for the second pose. It took longer to simulate, but not by as much as I expected. Next time I would also use the same conversion method as the dress on the necklace rather than Autofit it, I think. It actually had custom bones that are now lost.
If you do this, don't forget to save the dress or other item as a new library item so you don't have to repeat your work. When I do this I try to use the original author's name and if possible the same product name, as long as it doesn't overwrite anything (from V4 to G8 it won't because their file formats differ). You don't have to save that little "dForce Modifier Weight Node" token. It's only there to make the dForce map visible for editing. The map is actually still saved to the garment when you save, and you only have to add another one when/if you want to edit the dForce weight map(s) again.
I've got an idea for a way to maybe make this process a lot faster, but I'll need to do some experiments before I consider it workable.
Default VS. PBR Skin Shader: Alexandra 8 Tests
User @DigitalHallucination had some interesting comments and questions about shaders under the old Iray Surfaces tutorial from 2015. That led to some experimentation with shaders this morning, the results of which I will share now. Please, please feel free to comment and debate. I think this is an issue of interest to more or less all of us.
I commented offhand that I didn't think the PBRSkin shader was an improvement, but that the maps in use were what made the difference, and DH disagreed with this and provided some comparison renders using Alexandra 8. They definitely looked definitive, so I decided to run my own tests.
At first I tried it with base G8F, but that wasn't an apples to apples comparison because G8F originally uses the old glossiness method, so she's going to look worse compared to any shader that uses the new spec. So, like DH, I went to Alexandra.
In this case I used the default lighting with the camera headlamp turned off, Subd1, Alexandra 8 at 100%, and the
Deviantart's Default AI Opt-In
EDIT: They put in a mass opt out! Thanks for letting me know when I missed the news, lovely watchers!
I'm not thrilled about dA making AI opt-out and not opt-in, and putting it so you have to opt-out on each individual artwork. I have little to lose from this, because my product is 3D models and not the 2D promotional images, but it's especially predatory of people whose product and ouevre is 2D art.
I don't know how many people are still here, but it's one more reason for people who draw and paint to delete their accounts.
Color Differences in DS 4.20.1.38
This was introduced by my notice by Snarl, and verified by my own render testing. I will show my results in the following discussion.
There is a visible color difference in Iray render results in Daz Studio 4.20.1.38 vs. the pre-VDB, pre-ghost light fix 4.16.1.21 build I was able to test against. I rendered out to pngs and looked at both pngs on the same monitor to account for that type of differences. Here shown is G8F up close in default lighting on both builds. I checked all of the render settings to make sure they were the same, too, because if we could just change a render setting it would be an easy fix.
This difference is relatively subtle. Let me show those separately so you can download them separately to compare. Here's 4.20:
And here's 4.16:
You might have to zoom in and set them overlapping so you see top part and top part or right and right, etc., but it's there.
I don't know how or why this change has happened. Maybe it's because Daz decided the default was too
Babbling About Fluid Simulation
I have some feelings about sims right now. I have a lot of them, and I've just had caffeine. So I'm going to share them with you all.
So, I recently submitted a water set for Daz Studio. Three times. You see, Daz3d didn't like either of my first two interpretations of the slosh pieces and pouring pieces that were simulated in Blender, so I ended up having to hand-sculpt parts of it and combine that with parts of the simmed pieces. The sloshes are entirely hand-sculpted from me staring at photo references, except for bits of the flying droplets I salvaged from the original simmed meshes.
I wouldn't even have gotten that far if not for the very specific and detailed feedback they gave me, a privilege of working with the Review committee since 2011 and, I sincerely hope,
demonstrating an eagerness to accept professional criticism when it gets me paid. I know for a fact that they have some artists where they just say an unvarnished yes or no because it's not worth getting yelled at
© 2017 - 2024 SickleYield
Comments30
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Did you ever finish the Dynamics conversion from V4\Genesis to G8? I have a number of OptiTex clothing which I would love to use.