CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
x

3D Software Help and Assistance. Ask Away.

5.00 star(s) 1 Vote

Holy Bacchus

Conversation Conqueror
Dec 13, 2018
7,748
19,527
A few quick questions:
  1. What's the main difference between Gen 3 and Gen 8?
  2. Which one would be better for someone just starting Daz in terms of available assets, morphs, etc?
  3. Is there is any kind of "hit detection" mod/script that stops body parts from phasing through each other when posing, i.e. when putting a hand on a hip it stops on the hip and doesn't go through?
 

seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,896
2,876
A few quick questions:
  1. What's the main difference between Gen 3 and Gen 8?
  2. Which one would be better for someone just starting Daz in terms of available assets, morphs, etc?
  3. Is there is any kind of "hit detection" mod/script that stops body parts from phasing through each other when posing, i.e. when putting a hand on a hip it stops on the hip and doesn't go through?
I don't know about a "hit detection" mod/script, but I do know that the starting positions for Genesis 3 and Genesis 8 characters are different, so when a pose designed for a Genesis 3 character is applied to a Genesis 8 character, this can cause weird stuff, like hands going through the body. This can be fixed pose by pose through the Genesis 3 to Genesis 8 Pose Corrector mod. Please note that this mod will fix the glaring errors, but it is likely you may need to do some hand tweaking of the pose after the fact to get it 100% correct, due to different body sizes.
 

Lednah

Active Member
Game Developer
Nov 24, 2017
805
2,323
A few quick questions:
  1. What's the main difference between Gen 3 and Gen 8?
  2. Which one would be better for someone just starting Daz in terms of available assets, morphs, etc?
  3. Is there is any kind of "hit detection" mod/script that stops body parts from phasing through each other when posing, i.e. when putting a hand on a hip it stops on the hip and doesn't go through?
Basically they are similar in the way how they look. A guy here wrote earlier the g8 babes look much better which is simply not true. BOTH G8 and G3 have the same base mesh (the difference in only in the small details) and can use the same shaders, clothes, hair and shoes (if they are made well), problems appear only with the high heel women shoes (but still many artists offer versions for both generations).
The pros of G3 - there are couple of scripts which are made only G3 like a script for smoothing the bodies. It works wonders especially when you have more *gifted* females. Also the choice for clothes for G3 seems better (but again - read the above mentioned)
The pros of G8 - if you going to make a MILF you have better choices; also a lot of D-force clothes for G8. Usually you can use those D-force clothes the same way as the common clothes but still D-force give some unique possibilities (but again - read the above). Also there are a lot of HD models for G8 but the HD is actually just +2 levels of subdivide; but because of this G8 HD cannot use the common morphs.

Edit: about the hit detection - when using D-force or wind-force you can assign which surfaces are soft (can be deformed) and which are hard. But if for this you can do the same with G3 too. This is G3 btw.
Vanessa_May_topless_render_3.png
 

seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,896
2,876
I am trying to make a pre-teen version of an adult character, but the character has lipstick applied. Is there any way to get rid of just the lipstick?
 

Lednah

Active Member
Game Developer
Nov 24, 2017
805
2,323
I am trying to make a pre-teen version of an adult character, but the character has lipstick applied. Is there any way to get rid of just the lipstick?
Just try another skin textures. Or use a lipstick which is very pale and look like natural lips. Or use Grown-up packages - they can make a character from different ages (but cannot make real MILFs).
 
  • Like
Reactions: seamanq

Xavster

Well-Known Member
Game Developer
Mar 27, 2018
1,249
7,627
Guys i have another noob question, how can i disable all this flickering of things when i hover my mouse cursor over the scene props and characters?
To remove the flickering you need to make the items unselectable. In the scene tab this is done by clicking on the arrow icon that is next to the eye icon, against each line item in the scene tab. This will change the arrow to an arrow with a cross on it. When you have many items in a scene, you need to group them to make managing them easier. That way you can hide all of the subset items and also make them unselectable by just pressing the icons next to the group row.

When creating a complex scene, I group all of the elements in several groups. I will typically have one for the background, one for each character (including hair / clothing) and one for each vehicle. I tend to have only 1 or 2 groups visible to make the scene faster to manipulate.
 
  • Like
Reactions: Lednah and Nomec104

Xavster

Well-Known Member
Game Developer
Mar 27, 2018
1,249
7,627
I am trying to make a pre-teen version of an adult character, but the character has lipstick applied. Is there any way to get rid of just the lipstick?
Lipstick on a character is normally done by an edit to the face texture map (either a new face texture, or modifying the texture with a LIE overlay). Hence the only way to change is to either change the texture map for another or manually editing the lip portion of the texture map.

The face texture that is currently being used, is located by hovering over the small face image next to the base colour slider, within the surfaces tab. If you have not significantly modified the base face skin, then you can just replace the face texture for the one without lipstick. If you need to custom edit, replace the lip portion of the face texture, by coping from a face texture that does not have lipstick.

I have come across this issue before, hence now I typically save the skin set (via Skin Builder 8) prior to applying any makeup. Additionally, many of the time if I want to make lips redder I don't change the face texture map at all. An equivalent effect can be achieved by changing the base color and translucency color against the lip surface within the surfaces tab.
 
  • Like
Reactions: Nomec104

Xavster

Well-Known Member
Game Developer
Mar 27, 2018
1,249
7,627
Hello I am newbie on Daz3d but I am improving my skills.I have doubts about the lighting of these renders.I am using Iray Ghost Light Kit or Iray Lıght Probe Kit.But I don't think my lighting attractive enough.

Do you think the lighting of these renders are good? And some lighting advice pls..

Sorry my English.

You don't have permission to view the spoiler content. Log in or register now.
I used to use the both of the assets you reference in my earlier works, however since my knowledge of Daz has increased, I have found them to be completely redundant. Both assets you reference are merely emissive spheres with cutout opacity set almost to zero. As such you can achieve exactly the same effect, however with more control, by creating these spheres yourself. If you check the link in my sig, you will find some discussion on lighting and also a youtube link on instructions on how to create an emissive sphere for yourself.

Back to the renders at hand, the lighting suffers from having too many light sources. Emissive spheres are good at removing shadows, however not good at casting shadows on other objects. What I suggest for your renders is to firstly remove all lighting (renders come out black). Then decide upon what your primary light source is going to be (should make sense in the scene) and light with spotlight / emissive sphere (or surface), or you can also use a single ghost light. You then need to have secondary light source at lower intensity from a different direction, to give some light to the rest of the scene. Emissive spheres / spotlights with a wide angle / HDRI's all work quite well to achieve this. You can then add focused lighting to achieve highlights as desired.

The best results are achieved through trial and error. It is quite rare that I will get the lighting correct for a scene on the first attempt, so run plenty of test renders. By using very few light sources, it is far easier to determine which one you need to adjust to achieve the desired result and they will also render way faster.

To provide some perspective, the render below has a single emissive light source which is the surface of the characters palm. The secondary lighting is achieved via the use of scattering. Very simple lighting setups can achieve a good results.
Glow2.jpg

Note: Many environment / building props are created with a high number of emissive surfaces. Whilst this may be realistic, it is a nightmare for rendering convergence and usually detracts from the artistic result.
 

seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,896
2,876
Original character:

You don't have permission to view the spoiler content. Log in or register now.

After morphing:

You don't have permission to view the spoiler content. Log in or register now.

Any idea where the notch in between my character's eyes may have come from? I tried PowerPose closeup, but it's between nose and middle nose bridge, so I can't find a way to get rid of it. Could it be perhaps a damaged texture map? This is a (heavily) modified version of Molly HD. This crease did not appear in the previous version of the same model, but appears to have popped up after full body morphing.
 

recreation

pure evil!
Respected User
Game Developer
Jun 10, 2018
6,327
22,783
Original character:

You don't have permission to view the spoiler content. Log in or register now.

After morphing:

You don't have permission to view the spoiler content. Log in or register now.

Any idea where the notch in between my character's eyes may have come from? I tried PowerPose closeup, but it's between nose and middle nose bridge, so I can't find a way to get rid of it. Could it be perhaps a damaged texture map? This is a (heavily) modified version of Molly HD. This crease did not appear in the previous version of the same model, but appears to have popped up after full body morphing.
How does the face textures look like when you use this morph? Surfaces tab->Surfaces->(Your figure)->face->in Base Color hover over the image to get a bigger preview
 

seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,896
2,876
Original character:

You don't have permission to view the spoiler content. Log in or register now.

After morphing:

You don't have permission to view the spoiler content. Log in or register now.

Any idea where the notch in between my character's eyes may have come from? I tried PowerPose closeup, but it's between nose and middle nose bridge, so I can't find a way to get rid of it. Could it be perhaps a damaged texture map? This is a (heavily) modified version of Molly HD. This crease did not appear in the previous version of the same model, but appears to have popped up after full body morphing.
Answer found. Went into shaping and looked at all of the morphs I had used. I used 100% Molly HD head morph in addition to 100% Teen Josie 8 head morph. In addition to changing the face structure significantly, that is what introduced the pinch. Once I turned down the Teen Josie 8 morph, the pinch went away.

After getting rid of Teen Josie 8 morph:

You don't have permission to view the spoiler content. Log in or register now.
 

Lednah

Active Member
Game Developer
Nov 24, 2017
805
2,323
Basically I found the hard way if you combine many morphs on the same body zone the result is always disastrous. The outlines of the good looking human body always "flow" smoothly. But any morph is working by changing the positions of certain number of mesh vertices. When you use two adjacent morphs it is possible to create smooth transition between them but with 3 and more morphs the chance artifacts to appear becomes quite big. And on the head/neck and hip/waist/abdomen/pelvis/glutes/thighs areas there are zillions of morphs.
 

seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,896
2,876
Basically I found the hard way if you combine many morphs on the same body zone the result is always disastrous. The outlines of the good looking human body always "flow" smoothly. But any morph is working by changing the positions of certain number of mesh vertices. When you use two adjacent morphs it is possible to create smooth transition between them but with 3 and more morphs the chance artifacts to appear becomes quite big. And on the head/neck and hip/waist/abdomen/pelvis/glutes/thighs areas there are zillions of morphs.
Yes. This really is a case where "less is more." I am still really new to Daz 3D (about 3 months in now), so I am still learning. One thing I learned about the shaping tab is before I start to modifying a character that I have already modified that I need to look at all of the morphs currently applied by clicking the "Currently Used" section in Shaping. That is how I found out that I had applied two conflicting morph sets.

There is a lot of pressure on new game developers not to use the same models that everyone else is using, so that makes it harder, especially for those who are really new to Daz 3D like me, when we try to do something unique and modify the model so they don't look like everything else. The limited knowledge led to some novice mistakes, and I have re-rendered virtually all of my sprites at least twice (and some three times) to fix the mistakes I made the first time. Oh well, better to do it now than to be halfway through my game, right?
 

Xavster

Well-Known Member
Game Developer
Mar 27, 2018
1,249
7,627
There is a lot of pressure on new game developers not to use the same models that everyone else is using, so that makes it harder, especially for those who are really new to Daz 3D like me, when we try to do something unique and modify the model so they don't look like everything else. The limited knowledge led to some novice mistakes, and I have re-rendered virtually all of my sprites at least twice (and some three times) to fix the mistakes I made the first time. Oh well, better to do it now than to be halfway through my game, right?
A very quick way of creating solid characters is to blend a couple of character morphs from assets. Hence take 50% from one character and 50% from another character. Also morph the face and body separately. Always check the face morph with a number of preset facial expressions to ensure it doesn't become distorted. Also don't underestimate the importance of a skin in the creation of a character, as it can completely change the appearance.

Say for example you have 4 character assets. By taking 50% one character + 50% another character + skin, you have 48 unique faces (4 x 3 x 4).
 

Lednah

Active Member
Game Developer
Nov 24, 2017
805
2,323
The limited knowledge led to some novice mistakes, and I have re-rendered virtually all of my sprites at least twice (and some three times) to fix the mistakes I made the first time. Oh well, better to do it now than to be halfway through my game, right?
True. But mistakes always will happen - due to overexposure or underexposure, glints on unsuitable spots, small mistakes in the shaders (recently the deep translucency on the top of a hair made this top translucent), deep shadows etc. Therefore the companies which produce animations render in passes (layers). A single second of animations requires at least 20 frames and it is practically impossible to render even a single second w/o artifacts; so they render those frames in passes (diffuse, reflections, shadows etc), then a Photoshop guy removes the artifacts and then all the passes (layers) are combined for the final render.
 

seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,896
2,876
A very quick way of creating solid characters is to blend a couple of character morphs from assets. Hence take 50% from one character and 50% from another character. Also morph the face and body separately. Always check the face morph with a number of preset facial expressions to ensure it doesn't become distorted. Also don't underestimate the importance of a skin in the creation of a character, as it can completely change the appearance.

Say for example you have 4 character assets. By taking 50% one character + 50% another character + skin, you have 48 unique faces (4 x 3 x 4).
Yes. That is pretty much what I did for Sandi (who is my avatar and a character in my VN). She was based on Molly HD, but then I did some manual morphing of the face to give her unique features and played with the skin tone, as well as morphing the body more to my liking. With the exception of a few glitches I found, I was pretty happy with her. The 50/50 recommendation is a good one as well. I also like characters where the body (without the head) can be applied or vice versa. I wanted to use Molly because I liked the slightly freckled face, but I made Sandi's skin lighter than Molly's.
 
  • Like
Reactions: Xavster

seamanq

Well-Known Member
Game Developer
Aug 28, 2018
1,896
2,876
True. But mistakes always will happen - due to overexposure or underexposure, glints on unsuitable spots, small mistakes in the shaders (recently the deep translucency on the top of a hair made this top translucent), deep shadows etc. Therefore the companies which produce animations render in passes (layers). A single second of animations requires at least 20 frames and it is practically impossible to render even a single second w/o artifacts; so they render those frames in passes (diffuse, reflections, shadows etc), then a Photoshop guy removes the artifacts and then all the passes (layers) are combined for the final render.
Yes, I know about the animation situation as well. I created some animations from presets that were for Gen 3 models, so I had to convert from Gen 3 -> Gen 8, but then I also needed to tweak the poses to match the exact body sizes of my models so the hands and genitalia would be properly positioned. And I am certain that my animation attempts would be considered most rudimentary in comparison to most.
 

Nomec104

Active Member
Jul 28, 2017
684
4,004
Guys i have another two very noob question. How much it takes to render 4 naked genesis3 figures (2 males and 2 females) with little to nothing as background just the dome and a plain where they will stand. And now comes the second question, How can i make a semitransparent flat watery plain, with very few ripples?
 

Xavster

Well-Known Member
Game Developer
Mar 27, 2018
1,249
7,627
Guys i have another two very noob question. How much it takes to load 4 naked genesis 3 figures (2 males and 2 females) with little to nothing as background just the dome and a plain where they will stand. And now comes the second question, How can i make a semitransparent flat watery plain, with very few ripples?
4 naked figures shouldn't be too bad, so I would guess around 8GB of total memory (motherboard RAM). Figure geometry / textures are real memory hogs.

A water pane is easy to create, provided you have a water shader. There are several assets out there with shader presets and others with water props such as Rigged Water Iray. You can also copy / paste the surface properties out of any asset with water in it. There are 2 main options you can use to create a ripple effect.
1) Have 3D ripples in the water surface itself. You can use a prop, create in something like blender or use dFormers (wouldn't recommend the dFormer path).
2) Have a perfectly flat pane, but use with a bump or normal map.

You don't have permission to view the spoiler content. Log in or register now.
I created example above in a few minutes using the following steps:
1) Add Primitive \ Plane
2) Add water shader to plane (Rigged Water Iray). You can play around with refraction index to balance reflection / refraction.
3) Add normal map to plane (Traveller Uber Iray Shaders \ Universal Modifier \ Ripples)
3) Pose and shoot

Note: You can change the period of the ripples (distance between peaks) by changing the horizontal / vertical tiles value. Also the amplitude of the ripple can be changed by varying the value against the normal map.

PS: Loved you latest render in the "Show us your Dazskill" thread.
 
  • Like
Reactions: Nomec104

Nomec104

Active Member
Jul 28, 2017
684
4,004
4 naked figures shouldn't be too bad, so I would guess around 8GB of total memory (motherboard RAM). Figure geometry / textures are real memory hogs.

A water pane is easy to create, provided you have a water shader. There are several assets out there with shader presets and others with water props such as Rigged Water Iray. You can also copy / paste the surface properties out of any asset with water in it. There are 2 main options you can use to create a ripple effect.
1) Have 3D ripples in the water surface itself. You can use a prop, create in something like blender or use dFormers (wouldn't recommend the dFormer path).
2) Have a perfectly flat pane, but use with a bump or normal map.

You don't have permission to view the spoiler content. Log in or register now.
I created example above in a few minutes using the following steps:
1) Add Primitive \ Plane
2) Add water shader to plane (Rigged Water Iray). You can play around with refraction index to balance reflection / refraction.
3) Add normal map to plane (Traveller Uber Iray Shaders \ Universal Modifier \ Ripples)
3) Pose and shoot

PS: Loved you latest render in the "Show us your Dazskill" thread.
Thank you for the very detailed response, what im trying to do is to make a very flat plane, give it a water shader but with a very high transparence, low opacity. And then place 2 figure over the plane and the other two under the plane like they were mirrored.

PS: Thx you very much, it makes the efforts worth it.
 
5.00 star(s) 1 Vote