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[Released] Oso Shader Pack 1 for Iray

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https://www.daz3d.com/oso-shader-pack-1-for-iray

It's out it's out! Whew.

Another procedural shader I've been tinkering for quite some time, this shader procedurally generates various tile and brick style patterns.

You can vary metallicity, glossy, refraction, and more. Displace based on brick vs grout, when working with high density meshes, or rely on a generated Normal edge between them.

There are settings that can randomly vary the darkness of individual tiles, or placement of bricks. Other settings can create variations between the overall layout of the bricks.

And being procedural, you could make a brick landscape without obvious repeated tiling.

Other cool features:

Rotation, so you can align tile with a given surface or just create weird patterns.

Easy Tiling UV for Genesis 8 Male and Female. This is essentially a 'flattened' uv that creates seamless tiling over the figure.

 

You can refurbish old content, or fill in elements of new content. It uses no maps, so it's a bit easier to fit a scene on a GPU for rendering.

It's also a MR, and can be included in new products.

 

Example of Easy Tiling UV and displaced brick

All tiled surfaces in this image use OSP1

Showing off Easy Tiling again

I've often had trouble getting Winterblack Halls to fit in my GPU. Now, not so much! (candles and window cutouts are original, everything else is OSP1)

 

Enjoy!


Modular Medieval Village [Commercial]

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This will be the next set from me.

44 building blocks to assemble your buildings, 80 props to customise the buildings, plenty of materials to individualize the buildings.

If my math is correct you can create 5112 uniquely different buildings before customisation. So pretty much limiteless possibilties.

Released: Novak, HD Male Character for G8M [Commercial]

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Hey Guys! Get to know Novak, my new HD male character for Genesis 8 Male.

Novak is a new masculine and charismatic guy with a tough Mediterranean appeal, making him perfect for all kind of themed scenes, from historical and heroic to contemporary and science fiction.

He features HD sculpted face and athletic body, Genital morph, muscle shape details, photo-realistic skin, and several colorful eyes options.

 

Please feel free to ask any question you might have regarding this product smiley and I would LOVE to see what you can do with him! heart 

Thanks!

[Released] The Metropolitan Pool is open for guests, maybe ghosts too.

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I read in a post the other day someone comment on there being to many pools, I hope that there’s room for one more. I was going for that sort of place that has stepped out of time and still exists as it was because no one knows it’s there.

And a dash of the Shinning, you know, all work no play makes Jack a dull boy.

Yes the duck is included, to lighten the mood. But if the lighting is just right he can be creepy has Hell! 

 

https://www.daz3d.com/metropolitan-club-swimming-pool

PW Amphibious plane Vera Update Live! More colors and mix and match options

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Yes the expansion pack is added to the PW Amphibious plane Vera  in a update to give you more plane colors interior and exterior !! 

With the mix and match options you can make many variations , check out https://www.daz3d.com/pw-amphibious-plane-vera

The store page for the new extra's .angel

Expansion pack PW Amphibious plane Vera

 

Greetings from Perry Walinga 

PW Productions

[Coming Soon] Now-Crowd Billboards - Office Life

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Time to go to work and make a living!  The new Now-Crowd Billboards - Office Life will make your office renders look like the hot new startup or the stodgy old executive office! Paint your offices, conference rooms, and hallways FULL of people walking, talking, computing, and planning in high quality, flexible and easy to use billboards... perfect as a backdrop for the main action that you add!

Billboards are a fantastically quick and resource easy way to add background crowds to your scenes. These pre-rendered elements are great to play the background characters in your scene. The Now-Crowd Billboards improves on standard billboards by providing 72 different views for every billboard figure. Change a billboard figure to 12 different horizontal angles and 6 different vertical angles. When your camera moves, the Now-Crowd Billboards can be changed to match!

There are also great scripts to make these billboards easy to use! There is one script to turn the billboards to face the camera and another script to change billboard figure angle based on horizontal and vertical orientation.  Finally, there is a script that pushes your billboard directly away from your camera view or pulls it towards you.

image

For Iray and 3Delight

No figures are included with this product.

No other products are needed to use the Now-Crowd Billboards - Office Life.

Note that Now-Crowd Billboard products are large (> 10GB) because of the many textures (72 images per figure x number of figures) and can take a while to download.

Features

  • Now-Crowd Billboards - Office Life: (.DUF)
    • Man Carrying Books
    • Man Leaning
    • Man Listening 01
    • Man Listening 02
    • Man Sitting
    • Man Sitting and Drinking Coffee
    • Man Sitting and Laptop
    • Man Sitting and Talking
    • Man Standing 01
    • Man Standing 02
    • Man Standing 03
    • Man Talking 01
    • Man Talking 02
    • Man Walking 01
    • Man Walking 02
    • Old Woman Listening
    • Old Woman Taking Notes
    • Two Men Greeting Each Other
    • Woman Drinking Coffee
    • Woman Leaning
    • Woman Sitting 01
    • Woman Sitting 02
    • Woman Sitting 03
    • Woman Sitting and Laptop
    • Woman Standing 01
    • Woman Standing 02
    • Woman Standing 03
    • Woman Talking 01
    • Woman Talking 02
    • Woman Walking 01
    • Woman Walking 02
  • Scripts Include: (.DSE)
    • Now-Crowd Orient Billboard Script - Change billboards to face camera
    • Now-Crowd Change Billboard Angle Script - Change billboards to use different figure angle
    • Now-Crowd Move Away Script - Move billboards towards/away from camera
  • Textures Include:
    • 72 Texture and Transparency Maps (2048 x 2048) per single Figure Billboard
    • 72 Texture and Transparency Maps (3072 x 3072) per single Multi-Figure Billboard

 

 

 

[Just Released] Ancient Mystical Forest (Commercial)

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Hey guys,

I've been away for a while attending to some other matters. But I've managed to finally complete this environment set during my spare time. 

Let me know if you have any questions. And as always, comments/inputs are welcomed.

Hope you all like it!

-P

Ease of use married to beauty: What you’ve come to expect from The Philosopher!

Ancient Mystical Forest is a complete environmental package, repleat with everything needed to render stunning images out of the box, including a rich high detail landscape, trees, foliage objects, lighting, atmospheric effects, and cameras. What you see in the promos is what you get! Any of the promos can be reproduced in minutes by simply loading the respective camera and pressing ‘render.’

And yes, it is massive! Measuring 1,000 x 1,000 meters square and 30 million effective polygons, there is plenty of landscape here to set you’re story to. And thanks to a special instancing feature, the viewport is just as fast and snappy as a scene with only 250k polygons (because that is what the computer actually sees). Yes that’s right, 30 million polygons packed in a super-fast low latency scene! So nice!

PDF user guide included with instructions on how to scatter your own objects on the terrain (distributions maps included!)

*Recommended GPU: 970 or greater.
*Recommended scatter plugin (for scattering additional foliage from your library): Ultrascatter 

Asira for Latonya 8 [Commercial]

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I'm excited to announce my latest character that will be released soon - the confident, curvy, and cute - Asira! A woman with a variety of talents and skills, but no matter what she's doing she loves to look her best with her wide range of makeup looks. With 40 eye makeups and 36 lip makeups plus a total of 12 makeup strength adjustment settings, Asira's makeup options add a wide range of looks from subtle and fresh to high glamour.


This character is all about variety, and that variety doesn't stop with Asira's makeup - she also comes with 5 different skin tones, 14 eye colors, 2 eyelash options ("natural lashes" and "false lashes"), 6 skin shine settings (from a dry skin look all the way to a very wet skin look), and 6 matching lip shine settings. Asira's makeup and skin shine settings have been carefully set up to be usable on other Genesis 8 Female and Genesis 3 Female characters - making them easily usable on all characters that use the base G8F and G3F UVs. And with the included makeup strength settings, the makeup can be easily blended with any skin tone.

 

 

 

    

Asira is my third character and by far the one I've had the most fun creating. She was a joy to create from the sculpting to the makeup settings and everything in between. I had a lot of fun making this girl and I hope it shows in her promos and in her character. And I hope you guys have a lot of fun rendering her too! :)


Project Auto Rigger (Commercial)

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DiscoBob and myself are proud to announce Project Auto Rigger. This project has been going on for some time in the background. It allows you to instantly rig, erc bake & freeze + save imported morphs with one click and the script does all the tedious work for you.

Why is rigging important? If the figures rig bones do not match the figure shape or morph you will end up with bend issues and distortions when a pose is applied.

Use Case scenario.

Say you just imported like 30 morphs and need them rigged. Just select all of them, hit the auto rigger (name pending) and it will rig, erc bake & freeze them one by one for you. You can also specify to rig either head or just the body. You will also be able to save all selected morphs that have been rigged. This product is a godsend to me and has saved me so much time in saving morphs out properly. More details to follow as this gets finalized.

This product is aimed at fellow content creators or users who like transferring/importing or editing morphs and need them rigged within no time.

This product is also compatible with all Generation Genesis figures.

[Released] LAMH2Iray Catalyzer: 1.6 update available [Commercial]

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20 April 2018
Update 1.5

Notes/changes:
- support for High Resolution level
- added scroll-bar for smaller displays
- several speed and stability optimizations


18 August 2017
Update 1.3, addressing error on loading the Caribou Calf model:

Windows 64bit Catalyzer 1.3 (copy and overwrite the zip content in your '\Program Files\DAZ 3D\DAZStudio4\plugins\' folder)
macOS Catalyzer 1.3 (copy and overwrite the zip content in your '\Applications\DAZ 3D\DAZStudio4\plugins\' folder)

If for some reasons you need to revert to the initial release version, you can obviously use the DIM or the original installer again.

In case of issues please email me at info@alessandromastronardi.com sending a brief description of the problem and:

  • the Catalyzer log file (/Documents/DAZ 3D/Studio/LAMH2Iray Catalyzer/LAMH2IrayCatalyzerLogFile.txt)
  • the DAZ Studio log file (menu Help->Troubleshooting->View Log File)

Thanks!


17 August 2017
Sorry for the confusion, I added another fix and so version 1.2 comes here:

Windows 64bit: www.alessandromastronardi.com/QA/Catalyzer/1.2/LAMH2IrayCatalyzerPlugin.1.2.Win64.zip (copy and overwrite the zip content in your '\Program Files\DAZ 3D\DAZStudio4\plugins\' folder)
macOS: www.alessandromastronardi.com/QA/Catalyzer/1.2/LAMH2IrayCatalyzerPlugin.1.2.macOS.zip (copy and overwrite the zip content in your '\Applications\DAZ 3D\DAZStudio4\plugins\' folder)

If for some reasons you need to revert to version 1.0, you can obviously use the DIM or the original installer again.

In case of issues please email me at info@alessandromastronardi.com sending a brief description of the problem and:

  • the Catalyzer log file (/Documents/DAZ 3D/Studio/LAMH2Iray Catalyzer/LAMH2IrayCatalyzerLogFile.txt)
  • the DAZ Studio log file (menu Help->Troubleshooting->View Log File)

Thanks!


16 August 2017
Hello folks, I didn't receive any information as to when the Catalyzer 1.1 update will be available through official channels, so for the curious one I am anticipating it:

Windows 64bit: www.alessandromastronardi.com/QA/Catalyzer/1.1/LAMH2IrayCatalyzerPlugin.1.1.Win64.zip (copy and overwrite the zip content in your '\Program Files\DAZ 3D\DAZStudio4\plugins\' folder)
macOS: www.alessandromastronardi.com/QA/Catalyzer/1.1/LAMH2IrayCatalyzerPlugin.1.1.macOS.zip (copy and overwrite the zip content in your '\Applications\DAZ 3D\DAZStudio4\plugins\' folder)

If for some reasons you need to revert to version 1.0, you can obviously use the DIM or the original installer again.

This update should fix the lag issue (with the beta-testers we didn't catch this issue altough I think to know why it happens for some); also, now it should be safe to load Catalyzer item(s) on an existing scene.

In case of issues please email me at info@alessandromastronardi.com sending a brief description of the problem and:

  • the Catalyzer log file (/Documents/DAZ 3D/Studio/LAMH2Iray Catalyzer/LAMH2IrayCatalyzerLogFile.txt)
  • the DAZ Studio log file (menu Help->Troubleshooting->View Log File)

Thanks!


I'd like to introduce a new plugin called Catalyzer, soon to be released, that allows to render my whole library of furred animals and creatures effortlessly with the Nvidia Iray engine.

Simply load and pose the models and click the Render button available in the Catalyzer pane: the procedure will automatically prepare Iray compliant, optimized spline hairs and produce the render!
The process is multi-threaded and very fast, even with multiple characters loaded.
Additionally, the Catalyzer pane offers settings to modify fur density, spline quality and hair's physical shader characteristics.

As I mentioned all my models have been updated for Catalyzer compatibility and are offered for free. You will find those as free updates in your DIM.
You can now look forward to more and more of my furred animals and creatures finally working out of the box with Nvidia Iray.

Here is an introduction movie showing the Catalyzer in action: image

 

And the PDF manual: www.alessandromastronardi.com/downloads/CatalyzerPDF.pdf

For the next 4 weeks I will travel areas with presumably intermittent internet connection: don't worry if I won't chime in immediately over here, I'll do as often as I can.

For support and inquiries, please contact me at info@alessandromastronardi.com

----------------------------------------------------------------------------------------------------------------
Hello, after collecting feedback, here are a few tips and workarounds that might help:

- I think everybody was able to install and activate by now; if not, after you install the Catalyzer, check these instructions: http://www.alessandromastronardi.com/blog/lamh2iray-catalyzer/
- go for DAZ Studio 4.9+; lot of changes were done especially to Iray handling routines, and behavior on DS 4.7 or 4.8 is unpredictable and most likely to crash
- some have pointed out the fact that loading a scene .DUF and successively adding a Catalyzer item may lead to issues; I'm looking into it as we speak. A workaround, for now, might be to load the Catalyzer item(s) first, and then merge the scene.duf
- if for some reasons you crash while rendering, make sure you have DAZ Studio 4.9+. Also, please enable the 'Safe Mode' checkbox and try again; that should reduce the risk of data overflow especially on systems with low specs
- in order to pose Catalyzer models more efficiently and have a responsive Studio viewport, I suggest you configure preferences like in the attached image; also, you may want to enable 'Hide preview hair', so that is easier to grab joints and pose them.
- using the Aux viewport may also overload the system; if not really needed you might want to turn it off
- as mentioned in the brief manual, go easy on 'Hair density' and 'Spline quality', as they may cause massive use of memory. Go gradually, understand what your system can take (using a single Catalyzer item on an empty scene is usually the best way), so that you get an idea of how it works

This project is really new and I apologize if there are things that don't work well for some folks. With the beta-testers (which I thank for all their precious help) we spent several hours and efforts trying out all the possible combinations; but it goes without saying that no program is perfect and bug-free, especially at its initial release. If you have the patience to bear with it, I will improve things in further releases, and add more features as well.
If you need assistance or questions of any kind, don't hesitate to email me directly at: info@alessandromastronardi.com

PS: if you like to help with development and debugging, in case of issues please email me at the address above sending a brief description of the problem and:

  • the Catalyzer log file (/Documents/DAZ 3D/Studio/LAMH2Iray Catalyzer/LAMH2IrayCatalyzerLogFile.txt)
  • the DAZ Studio log file (menu Help->Troubleshooting->View Log File)

Thanks.

Animation Conversion for Genesis 3 (commercial)

DAZ Studio Content Creation with Blender by SickleYield - Live Tutorial this Sunday (Commercial)

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Interested in including the free modelling software Blender into your DAZ Content Creation workflow?

Join us for this two part course on taking advantage of Blender, the free open source 3D creation suite.

We have a two part live class presented by SickleYield starting this Sunday. Registration for the class will include the recording and the recording will also be available in the DAZ store within a few weeks after broadcast.

image

A first reaction to learning Blender is to to push all the buttons and wait for something to happen, but with that haphazard way of learning, the novelty of that will soon wear off!

There's no faster way to understand something than to learn from someone who does. SickleYield has had Blender incorporated into her workflow for creating content with DAZ Studio in the long term, so she is very familiar with everything to watch for when using this toolset.

In this two part course, we're going to be creating a sword prop, something with enough simplicity yet allowance for variation where you can follow along and create your own masterpieces in your digital modelling forges.

Blender Webinar 1 : Sunday July 30th

-BONUS Blender shortcuts PDF!
-Introduction
-Base meshing techniques and methods
-Strip modelling
-Box modelling
-Using mirroring and extrusion
-Repeating segments
-Rules for creating clean models
-Mesh a loincloth and a sword
-UV mapping
-Conclusion and Q&A

Blender Webinar 2: Sunday August 6th

-BONUS video on using sims in Blender!
-Basics of Sculpting
-Different strokes
-Different curves
-The sculpting brush optoins
-Morph Creation
-Normal Map Creation (and HD morphs)
-Vertex Group Assignment
-Material Assignment
-Texture Painting

Breast Utilities for Genesis 3 Female(s) [Commercial]

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Hi!

Just wanted to let you know my new product is now in the store! I hope you enjoy it! laugh

https://www.daz3d.com/breast-utilities-for-genesis-3-female-s

DETAILS:

A huge set of options to enhance Genesis 3 Female(s) breasts.

All morphs (except Projection) come with individual Left and Right dials for asymmetrical control and a total of 173 mixable options.

All options include its respective card for easy visual recognition.

The set is also a Merchant Resource; you can use the included morphs to enhance your own Genesis 3 Female characters.

This set includes:

SHAPES:

32 full breast shapes, from flat chest to big sized, from firm to gravity, from realistic to idealized... Combine them and create your own looks.

ADJUSTMENTS:

Detailed morphs to enhance specific details.

HD NIPPLE MORPHS:

A collection of 10 nipple HD morphs for detail and realism.

PROJECTION MORPHS:

Corrective morphs to help you avoid the "vacuum" effect and pokes on Autofited clothing. Projection morphs affects the clothing shape only, not the character.

RANDOMIZER SCRIPT:

Script to randomize shapes and details in many ways: Select small shapes, big shapes, details, or all at once. Add subtle amounts of random asymmetry to increase realism and as a bonus, the Nipple Tip morph to add that final touch when needed. All randomizer options come with a control dial to adjust the desired strength, allowing you to go from very subtle, to extreme shapes.

 

[Released] Cartoonized for Genesis 8 Female

[Released] Altern8 - Skin Shader System for Genesis 8 [Commercial]

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Altern8 - Skin Shader System for Genesis 8 has been moved to Ready to Release by Daz and should be in the store soon.

Altern8 is a shader and settings system to help bring added realism (and in many cases, faster render times) to your art.

  

 

Altern8 - Skin Shader System for Genesis 8 includes 107 Presets, Settings, and Shaders for Genesis 8 figures but can also be used on Genesis 3 figures. Though Altern8 settings look good in almost any lighting and render set-up, this product also includes 22 Scene Adjustments and Render Settings to help you get the most from your skin textures and Altern8 Skin Shaders and Presets.

The Altern8 Skin Shader System is also a Merchant Resource. (Note: The included settings and texture maps may be used for your character creations, but the maps must be altered to be unique to your character. Altern8 can not be used to create a skin shader or skin settings product. It can be used to help enhance character or model creations only.)


[Released] IBL Master - Image Based Lighting control for both renderers & a new IBL for 3Delight

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Hi Everyone. Today is a day a day of victory, and I'm so excited be able to share this news with you! IBL Master has just made it through QC to Final Review! I think it will be a real game changer for Image Based Light in Daz Studio. I have so much to tell and explain, but I know not everyone has time to read a dissertation. So for those of you in a hurry, I have the bullet point features below and I also recommend you look at the pics.

IBL Master Main Poster

Key Features

  • Compose scenes with Image Based Light faster than ever
  • First 3D viewport utility to control Iray Environment Dome
  • First IBL product to support both Iray & 3Delight (synced)
  • First IBL for 3Delight to handle lighting direction correctly
  • First 3DL shadow catcher to gather shadows from the HDRI
  • Control brightness of subject and backgound separately
  • HDRI products made for Iray Dome now work in 3Delight
  • Render IBL at high speed without high end GPU (3Delight) 
  • Greater realism in 3Delight renders with new IBL functions
  • Composite renders from both engines like never before

What is IBL Master?

IBL Master is a lighting control that loads as a figure in the viewport and hooks directly up to the Iray Environment Dome in Render Settings, making it easy for you to preview your HDRI in the 3D viewport in realtime (as a sphere) and orient the Iray Dome in scene just as you would any object. It also serves up a new breakthrough IBL shader for 3delight that makes renders not only more realistic but faster than ever before. Building from there, IBL Master debuts bidirectional links between the Iray Dome, the control in the viewport, the new 3delight IBL, and a new HDRI background sphere for the 3delight side. This means that you can change HDRIs and transforms in one place and they all stay synchronized.

Daz Studio viewport without IBLMaster

IBL Master settings and viewport

Every part of this product was designed with synchronization in mind. This means that for the first time, you can pick and choose what you like about both render engines and composite them together without having to fudge the lighting.

IBL Master: Compare Iray to 3Delight

IBL Master: Compare Iray to 3Delight Close Up

Now all that might sound complicated, but for the user it's not. It's dead easy to use! If you know how to load a product, apply a preset, and rotate an object, then you already know how to get great lighting with IBL Master. If you are new to any of that, I've provided step by step instructions. Oh, and when I say preset, I mean that any presets you have that load an HDRI onto the Iray Environment Dome now instantly work for 3delight because of bidirectional remote control. So IBL Master doubles the value of those products as well. And if you open a scene that has an HDRI assigned in Iray, IBL Master will pick that up when it loads.

With IBL Master, Image Based Lighting is now seamless between Iray and 3delight because light angle, light quality, and background orientation are now consistent across both engines. The IBLM Light is the very first to properly convert coordinate space differences between 3Delight and Daz Studio. And unlike Uber Environment 2, this light is a full fledged IBL with specular as well as diffuse, ray traced reflections, and ray traced shadows. So you don't need to add other lights that might diminish the realism of your lighting.

Statues: Iray vs IBLM light vs UE2

That said, there are times when you mays still wish to add more lights, so take a look at the next feature.

Ever wanted to adjust the brightness of your subject separately from the HDRI background? I've addressed that issue as well. The IBL Master Control has six ghost lights rigged to targets on the preview sphere, making it easy for you to match up lighting angles to hotspots (like the sun or other lights) on your HDRI. I call these Boost Lights because you can use them to boost the light on your subject, and no one will ever know that you had another light in the scene. Additionally, on the 3Delight side, you can adjust the brightness of the background in Surface settings or turn off image syncing and use a different HDRI for the light and background.

IBL Master: Compare Iray Environment vs Boost Light added


To further match function between Iray and 3Delight, IBL Master also has a ground plane for 3Delight with a shadow catcher - the first ever on the 3Delight side to catch ray traced shadows from the IBL.

IBL Master: Compare ground shadows: Iray vs IBLMLight

As if that were not enough, with IBL Master rendering with Image Based Light in 3Delight is significantly faster than ever before. For the better part of a decade the popular opinion has been that 3Delight slows to a crawl when IBL and transmaps share the same scene. But as it turns out, it's a glitch in our surface shaders, not the render engine. The IBLM Light shader bypasses this glitch. So, if you have been wanting to get more realism and speed, but have not been ready to shell out thousands for a high end Nvidea system, this product may be the next best thing. Take a look at the comparison renders I've done and see what you think.

IBL Master: Iray vs IBLM Light vs Uber Environment 2, shows ray counts

Food for thought: Although there are differences between Physically Based and Biased render engines, fundamentally there are 3 components that commonly contribute to realism. These are linear workflow (gamma correction), global illumination and physically based surfaces, all of which are present by default in Iray but also already features in 3delight as well. We just haven't had full access to some of what 3Delight can do in Daz Studio. But that is changing! So:

1). Iray has gamma correction on by default, so you just need to turn it on for 3delight (Render Settings tab > Gamma > Gamma Correction > On and set Gamma to 2.20).
2). Get IBL Master and you now have global illumination via IBL that equals that of Iray.
3). Cross your fingers about physically based surfaces. I know what I'll be working on next if all goes well. But as my renders demonstrate, number one + number two will get you darn good results!

Are your creative juices flowing yet? Is the mathematician in you crunching the numbers in dollars and cents? To me this seems like a no brainer, but of course I'm biased. Let me know what you think! Thanks.

IBL Master: 3Delight render split - Gamma Correction vs No Gamma Correction

IBL Master: List of Innovations and Key Advantages

UltraScatterPro - sneak peek [commercial]

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My follow-up to UltraScatter is entering the final phase of development. UltraScatterPro takes the concept of UltraScatter to the next dimension and allows the scattering of instances within an object's volume - not just on the surface. Some of the new features of the product are:

  1. Volume Scatter (ordered or random)
  2. Matrix Scatter
  3. Orientation controls (in addition to the existing Elevation and Angle controls)
  4. Procedural 3D noise generators for distribution and scaling (Simplex, Perlin, Worley-cellular)
  5. User selectable fall-off curves for blending distribution on scale (linear, ease-in, ease-out, ease-in/out)
  6. All new alignment options for rotation (eg 'point at' can be used to scatter billboards that all face the camera)
  7. Load settings from your previous scatters (can load settings from any version of UltraScatter)
  8. Improved random seeding for better repeatable scatters
  9. Image map previews for distribution/scale/rotation maps

LineRender9000 [FAQ]

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This is a thread meant to consolidate information on LineRender9000 (store link). I will update this post with additional questions and answers as necessary.

Why did you make LineRender9000?

This product is a result of many hours of my time trying to get good line art out of Daz Studio. I tried many products and was unable to get the control over lines that I wanted. I explored many paths to get lines, and ended up on using the outliner feature of 3Delight - the same concept as the Outline render script example and ToonyCam Pro - but I was able to solve the shortcomings of those outline styles by using Shader cameras. The issues with the other outliner products is that the Normal and Depth outlines don't honor surface transparency, so things like hair don't draw outlines in reasonable ways (they'll draw lines based on the base geometry, not accounting for the surface opacity). LineRender9000 solves that problem with Shader cameras that display the Normals or Depth in conjunction with surface opacities. I know some of your eyes just glazed over with that technical explanation, but it was a huge breakthrough for me.

Where is the user manual?

The user manual can be found in the DAZ Documentation wiki.

It also should have installed to: \My Library\ReadMe's\34653_LineRender9000-user-guide.pdf

I have no idea how to get started! Are there any tutorials?

The Quick Start guide in the user manual is the closest thing to a tutorial. The idea is to give a quick introduction to the tools. Also, check @dreamfarmer & @lain105_b5d599f9e5's google doc, as there's a lot of great info in there as well.

I freely admit there is a bit of complexity to this product, but at the same token, it provides a lot of flexibility and power.  The advertisement about LineRender9000 being a toolset is not a lie. There are 3 major components (Render script, Cameras, and Render automation) and in order to get the most out of them there's a bit of learning about what each of them do. The philosophy behind the quick start guide is to provide some settings that provide reasonable results so a user can start tweaking and see what the effects of different things are. After the quick start guide, it's probably a good idea to play with each camera individually to get an idea of the sorts of output that can be achieved. The section on "Use ColorId materials" is important, as that's the way to get the nice, consistent outlines. I'm here if you want to ask questions, but I tried to put a lot of useful information in the user manual as well.

Why are my render times so long?

Render speed is going to be dependent on things that generally cause renders to be longer. In the case of 3Delight, here are a couple of things to check:

  • Pixel Samples X & Y are set to reasonable values (4-8),
  • Shading rate is set to around 1.0. (The lower the number the longer the render will take.)
  • Advanced lighting, especially lights that use Ambient Occlusion make things longer
  • Complex (high resolution) hair
  • SSS shaders

​All of these things can increase render times. For my toon style, I use an ambient surface shader with one distant light (for shadows) and get render times of minutes. I use Pixel samples of 6 with Raytracing enabled.

How does LineRender9000 work with iRay exactly? Isn't it a 3Delight render script?

A simple way to put it is that the line art that LineRender9000 generates can be used in conjunction with regular renders from iRay. LineRender9000 is based on 3Delight rendering scripts and 3Delight shaders, but that dependency is only for generating the line work. The line art is generated as lines and transparency, so it can be composited on top of a regular iRay render.

That being said, if your scenes are configured for iRay there are a couple of limitations based on the how Daz Studio translates the scene for 3Delight. Here's some summarized information, courtesy of @SethM:

  • Iray scenes lit only by Daz lights and environment maps will work as epected in most cases (in terms of lighting and shadows) for all cameras
  • In Iray scenes using emissive surfaces, the LineRender9000 cameras will not respond to shading, highlights, and shadows generated by those surfaces
  • Iray users using emissive surfaces should not expect the Toon and Shadow cameras to work as expected
  • In any scene, setting the LineRender9000 ColorId property on object surface materials will allow LineRender9000 to generate geometry-based output regardless of lighting
  • The LineRender9000 ColorId property is separate from the "Material ID" property on the default Iray shader, but operates in a similar way.
    • One way for Iray users to understand the issue is to say that LineRender9000 produces output as though it were processing the MaterialID canvass that Iray generates

Does LineRender9000 support animations?

It supports rendering out to image series, but not directly to movie files.

Does LineRender9000 support outputting to RIB files?

Yes.

After setting Render Settings so that Engine = 'Scripted 3Delight' and Render Script = 'LineRender 9000', I kicked off a render and it looks like a normal 3Delight render. What gives?

The LineRender9000 Scripted 3Delight render script by itself basically is a 3Delight render. What makes this render script special is that it also generates an additional image directly to file that contains outlines based on the differences in color of the "main" render. What makes LineRender9000 as a product work is that the included shader cameras simplify the scene, which I've found generally gives better line output than "regular" renders do.

What's a "shader camera" and why should I care?

A Camera shader is a special camera that changes the way the scene is interpreted by 3Delight. The cameras included with the product are Camera shaders. If such a camera is active in the viewport when you manually render (in 3Delight or LineRender9000), you should see some differences in the scene. Most of the included cameras portray the scene in black and white, and many ignore surface textures altogether. LR9k AutoRender will automatically switch to and use those cameras based on which camera is selected in the render pass. More information on shader cameras as well as my design decision to use them is in the user manual.

My images are coming out completely black. Help!

There are a couple of suspects for all-black images.

  1. [main render] The LineRender9000 render script has an option for 'Enable lights'. If that's set to 'No' without any special cameras, it could very well create an entirely black render, because there's no lighting in the scene.
  2. [line output If Line color is set to black and the file is getting saved as a JPG, the transparent bits will be converted to black, creating an image that's black lines on a black background, which as we may guess will be, well, completely black.
  3. [line output] Another thing that is a bugger is that Windows will often display images that contain transparency as having black backgrounds, so the Windows preview and image viewer will show completely black images. An image editor that supports transparency can reveal that the images were actually generated correctly.

The LineRender9000 Scripted 3Delight script isn't available in the Render Options! I think something didn't install correctly.

If you'd like to attempt a manual install, here's how to do it: Track down the folder where you've installed DAZ Studio. By default it's "c:\Program files\Daz 3D\DAZStudio4\". There should be folders like: bin, displays, docs, libs, plugins, resources, scripts, etc. From the LineRender9000 ZIP file (manual install option), drop the contents of "DAZ Studio_4.5;4.x Private Build;4.x Public Build" into that folder (this should merge the resources and scripts folders). The specific issue is that these files are missing, which is why the Scripted Renderer option for "LineRender 9000" is not there. You may have to restart Daz Studio after installation.

After loading both LR9k Settings presets (Black & White and Toon color), the LR9k AutoRender script always renders the first one I loaded! Why?

The LR9k AutoRender script supports multiple settings. Loading an additional settings node into the scene won't override the settings, but will add another settings node to the scene (meaning you can have both 'Black & White' and 'Toon color' in the same scene).  When more than one 'LR9k AutoRender settings' node exists, the LR9k AutoRender script will arbitrarily select the first one it finds and honor the settings from that node. To get it to honor one of your choice, have it as the primary selection in the Scene tab when launching the LR9k AutoRender script.

What settings do you use in your cel-shaded style?

As far as LR9k AutoRender settings, I am very close to "Toon Color" preset, so something like:

  • ​Pass 1: 3Delight, Main camera
  • Pass 2: LineRender9000, Main camera, Use colorId materials = Yes, Line thickness = 3.00, Line threshold = 0.20
  • Pass 3: LineRender9000, Fresnel reflected v cam, Line thickness = 2.5, Line threshold = 0.35
  • Pass 4: LineRender9000, Shadow opacity cam, Line thickness = 2.5, Line threshold = 0.35

Thicker lines generally give a "toonier" look.

I use Pixel samples of 6.0 and 'Use raytracing' on the LineRender9000 passes to get cleaner-looking lines. (Higher pixel samples will give more anti-aliased lines.)

I composite manually in GIMP and typically give the lines around 70% opacity so they're not as stark. I typically composite the 'Shadow opacity cam' "main" output with the 'Shadow opacity cam' "lines" output, and composite that on top of the image around 30% opacity, darker or lighter depending on what I want the lighting to look like for the scene.

As far as surfaces, they're all ambient, solid-color textures (no image files in the Diffuse / Specular / Ambient properties). I manually edit the opacity maps for hair to convert the greyscale images to black and white, because I want the strands of hair to be completely visible or completely invisible. This gives better color and outlines.

For beauty marks and tattoos, I use a Geometry shell around the figure with opacity maps to control where the darker colors show. The utility of this approach is that I can control the colors from within Daz Studio without having to do texture edits to simply alter the color.

 

Skin Builder 8 Merchant Resource for Genesis 8 Female (Commercial)

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Place holder thread. Nothing to see here yet.cheeky All I can say is those who own Skin Builder 3 will get a huge discount as this is essentially an upgrade for official Genesis 8 support and is also standalone without owning the Genesis 3 version as all files had to be natively included for this version. In otherwords, textures are all in its own genesis 8 folder and shares nothing with Genesis 3 version.

[Released] Jakob for The Brute 8

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