3D Software Help and Assistance. Ask Away.

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Nomec104

Active Member
Jul 28, 2017
299
1,176
Scene optimizer will create new images in the same folder where the originals are, they are named like the original, but will have the resolution added to the name (for example if the original file is named torso_b.png, the new one will be torso_b 2048x2048.png), the original files wont be overwritten, but there is a checkbox somewhere if you want that.

If you save your scene, it will save all textures with it. So if you don't want to save it with the downgraded textures and geometrys, you should probably save before you start scene optimizer.
Thx 1 more thing... i cant find the script menu in my toolbar. How can i add it?

EDIT:
Never mind i just found that i had to rightclick on scene optimizer and create a custom action for it.
 

recreation

Bunny Maker
Game Developer
Jun 10, 2018
1,172
2,250
Thx 1 more thing... i cant find the script menu in my toolbar. How can i add it?
Go to your content library -> DAZ Studio Format -> My library -> Scripts -> V3Digitimes Scene Optimizer -> right click on the script you want to add and choose "Create custom action".
You should be able to choose the script directly from the top menu "Scripts"
 

Nomec104

Active Member
Jul 28, 2017
299
1,176
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?
 

recreation

Bunny Maker
Game Developer
Jun 10, 2018
1,172
2,250
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?
You cant really as far as I know, but if you only use the scene navigator to select things, you could just use a different tool, like the animate tool. Because you cant select anything in the scene with this tool, it wont flicker.
 
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Nomec104

Active Member
Jul 28, 2017
299
1,176
You cant really as far as I know, but if you only use the scene navigator to select things, you could just use a different tool, like the animate tool. Because you cant select anything in the scene with this tool, it wont flicker.
Ok thx you bro, but i have to admint that sometimes all this flickering get on my nerves.
 

recreation

Bunny Maker
Game Developer
Jun 10, 2018
1,172
2,250
Ok thx you bro, but i have to admint that sometimes all this flickering get on my nerves.
Yeah I know what you mean, especially if there are a lot of assets in the scene it can quickly become a pain :/
 

IwishICouldFuckU

New Member
Jul 11, 2018
13
12
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.

 

Holy Bacchus

Active Member
Dec 13, 2018
348
435
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
584
766
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
Nov 24, 2017
254
167
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
584
766
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
Nov 24, 2017
254
167
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).
 
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Xavster

Well-Known Member
Mar 27, 2018
467
3,685
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.
 
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Xavster

Well-Known Member
Mar 27, 2018
467
3,685
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.
 
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Xavster

Well-Known Member
Mar 27, 2018
467
3,685
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.

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
584
766
Original character:


After morphing:


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

Bunny Maker
Game Developer
Jun 10, 2018
1,172
2,250
Original character:


After morphing:


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
584
766
Original character:


After morphing:


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:

 

Lednah

Active Member
Nov 24, 2017
254
167
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
584
766
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?
 
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