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Minxies  
#341 Posted : Sunday, July 31, 2016 9:52:19 AM(UTC)
Minxies

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Joined: 3/14/2015(UTC)
Posts: 5

Hey 3feetwolf,

I'm having problems with this product, it seems like a bug.

I want to hide parts of the mesh using the geometry editor tool.

This works fine without NGV7 applied. However when NGV7 are applied, the hidden meshes erroneously appear, with no way to hide them except for detaching NGV7 from the character.

Other attachments (clothing etc) do not have this issue.

Do you know of any workarounds for this issue?

Thanks,
Minxies
3feetwolf  
#342 Posted : Sunday, July 31, 2016 9:05:26 PM(UTC)
3feetwolf

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Originally Posted by: Minxies Go to Quoted Post
Hey 3feetwolf,

I'm having problems with this product, it seems like a bug.

I want to hide parts of the mesh using the geometry editor tool.

This works fine without NGV7 applied. However when NGV7 are applied, the hidden meshes erroneously appear, with no way to hide them except for detaching NGV7 from the character.

Other attachments (clothing etc) do not have this issue.

Do you know of any workarounds for this issue?

Thanks,
Minxies


Hello : )

I've done some tests. Yes, the problem is real. And even if I use the G3F default gens, I still have the same problem.
My solution is to add a new Surface for the character, and make it transparent. Then assign the polygon needs to be hidden to this Surface in the Geometry Editor.
Minxies  
#343 Posted : Wednesday, August 3, 2016 3:11:04 PM(UTC)
Minxies

Rank: Newbie

Joined: 3/14/2015(UTC)
Posts: 5

Hi 3feetwolf,

Thanks for your suggestion.

That unfortunately won't work as I need to remove the meshes completely for various reasons.

I wonder if there is any fix for this?

Regards,
Minxies
3feetwolf  
#344 Posted : Friday, August 5, 2016 4:37:53 AM(UTC)
3feetwolf

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Originally Posted by: Minxies Go to Quoted Post
Hi 3feetwolf,

Thanks for your suggestion.

That unfortunately won't work as I need to remove the meshes completely for various reasons.

I wonder if there is any fix for this?

Regards,
Minxies


Hi Minxies,

If I'm not mistaken, we could not delete any polygon in Daz Studio.
We can only hide them with the Geometry Editor or the hiding surface.

So I don't quite understand what you mean.
Could you please explain your needs in detail?
simontemplar  
#345 Posted : Sunday, August 7, 2016 1:38:07 PM(UTC)
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I think I had already brought up the matter but, since I have been unable to find a solution by myself, here I am again... please
When opening the pussy very much, the stretching is much wider sideways then forwads and backwards. Being able to make it
adjustable in this direction would be very helpful, as all men don't have a flattened cock.
This is the issue

Can you help in any way, 3feetwolf? :)
"That was fun. Let's do it again."
Minxies  
#346 Posted : Sunday, August 7, 2016 7:12:39 PM(UTC)
Minxies

Rank: Newbie

Joined: 3/14/2015(UTC)
Posts: 5

Originally Posted by: 3feetwolf Go to Quoted Post


Hi Minxies,

If I'm not mistaken, we could not delete any polygon in Daz Studio.
We can only hide them with the Geometry Editor or the hiding surface.

So I don't quite understand what you mean.
Could you please explain your needs in detail?


Hi 3feetwolf,

Thanks for outlining that.

That's my understanding too, they don't get deleted in Daz studio only hidden, but it becomes an issue when you'd like to export the characters as an OBJ or FBX for use in an external rendered.

It would be nice to be able to hide (and subsequently deleted on OBJ and FBX export) upstream in Daz Studio, as opposed to our current workflow which is downstream, in Maya :/

Best,
James
3feetwolf  
#347 Posted : Monday, August 8, 2016 2:52:40 AM(UTC)
3feetwolf

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Originally Posted by: simontemplar Go to Quoted Post
I think I had already brought up the matter but, since I have been unable to find a solution by myself, here I am again... please
When opening the pussy very much, the stretching is much wider sideways then forwads and backwards. Being able to make it
adjustable in this direction would be very helpful, as all men don't have a flattened cock.

Can you help in any way, 3feetwolf? :)


Oh sorry, this is my fault, please try this GensOverallSize.
https://www.dropbox.com/...a/PBMGensOverallSize.dsf

And if I may, I would recommend that you don't use GensOpen and GensExtremelyOpen at the same time. If you need the gens to open bigger, you can manually set the maximum limits of GensExtremelyOpen and GensOverallSize to 150% and 200%.

Please let me know if this morph works for you, or if any change is needed.
3feetwolf  
#348 Posted : Monday, August 8, 2016 3:19:56 AM(UTC)
3feetwolf

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Originally Posted by: Minxies Go to Quoted Post


Hi 3feetwolf,

Thanks for outlining that.

That's my understanding too, they don't get deleted in Daz studio only hidden, but it becomes an issue when you'd like to export the characters as an OBJ or FBX for use in an external rendered.

It would be nice to be able to hide (and subsequently deleted on OBJ and FBX export) upstream in Daz Studio, as opposed to our current workflow which is downstream, in Maya :/

Best,
James


I see, thank you for the explanation :)

Do you use zbrush? If so, I think maybe the following workaround can solve your problem.

After adding the gens to your character, select the polygons you want to remove. Create new face group from the selected polygons in Geometry Editor, and then export this character. Open zbrush, import and edit the character. Press Shift + f, you will find that the color of the polygons you want to remove are different from the color of the surrounding polygon. Hold down Ctrl + Shift, then left-click on these polygons, you will see that they are shown lonely. Hold dwon Ctrl + Shift again, click and drag the left mouse button in the blank of the view. Now you'll see these polygons are hidden, and the other polygons appear again. At this time, you just need to export this character again, and then import it into maya, you will see those hidden polygons no longer exist.
Minxies  
#349 Posted : Monday, August 8, 2016 9:24:57 AM(UTC)
Minxies

Rank: Newbie

Joined: 3/14/2015(UTC)
Posts: 5

Originally Posted by: 3feetwolf Go to Quoted Post


I see, thank you for the explanation :)

Do you use zbrush? If so, I think maybe the following workaround can solve your problem.

After adding the gens to your character, select the polygons you want to remove. Create new face group from the selected polygons in Geometry Editor, and then export this character. Open zbrush, import and edit the character. Press Shift + f, you will find that the color of the polygons you want to remove are different from the color of the surrounding polygon. Hold down Ctrl + Shift, then left-click on these polygons, you will see that they are shown lonely. Hold dwon Ctrl + Shift again, click and drag the left mouse button in the blank of the view. Now you'll see these polygons are hidden, and the other polygons appear again. At this time, you just need to export this character again, and then import it into maya, you will see those hidden polygons no longer exist.


Ok, not to worries. This is also possible in Maya but I was hoping for a solution all within Daz Studio. Again, it's to keep as many changes as possible upstream (in Daz3D) and not down stream (in ZBrush or Maya)

I hope a native fix for NGV7 comes soon...
simontemplar  
#350 Posted : Tuesday, August 9, 2016 5:28:42 AM(UTC)
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Thank you for the new morph, 3feetwolf, I will thoroughly test the heck out of it and let you know how it goes :)
"That was fun. Let's do it again."
3feetwolf  
#351 Posted : Tuesday, August 9, 2016 8:05:47 AM(UTC)
3feetwolf

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Originally Posted by: Minxies Go to Quoted Post


Ok, not to worries. This is also possible in Maya but I was hoping for a solution all within Daz Studio. Again, it's to keep as many changes as possible upstream (in Daz3D) and not down stream (in ZBrush or Maya)

I hope a native fix for NGV7 comes soon...


Hi Minxies,

Maybe I didn't make myself clear. So I would like to clarify.
I admit that the problem does exist, and I have also tried to help you solve it. But I never said that this problem is caused by NGV7.
Because you will encounter the same problem even if you use the default Genesis 3 Female Genitalia, so I think this problem should be caused by some kind of defect of daz3d's geo-grafting technique. This means that only the daz3d's developer team can fix it.
I don't have the ablility to fix this problem alone in my product, I'm very sorry.
Minxies  
#352 Posted : Tuesday, August 9, 2016 2:09:20 PM(UTC)
Minxies

Rank: Newbie

Joined: 3/14/2015(UTC)
Posts: 5

Originally Posted by: 3feetwolf Go to Quoted Post

Hi Minxies,

Maybe I didn't make myself clear. So I would like to clarify.
I admit that the problem does exist, and I have also tried to help you solve it. But I never said that this problem is caused by NGV7.
Because you will encounter the same problem even if you use the default Genesis 3 Female Genitalia, so I think this problem should be caused by some kind of defect of daz3d's geo-grafting technique. This means that only the daz3d's developer team can fix it.
I don't have the ablility to fix this problem alone in my product, I'm very sorry.


Thanks for explaining that, I didn't know there was as default gens.

I've just tested against it and you're completely right. Very sorry, I'll raise it with Daz.

Thanks so much for your help.

Best,
Minxies
3feetwolf  
#353 Posted : Thursday, August 11, 2016 6:34:07 AM(UTC)
3feetwolf

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Originally Posted by: Minxies Go to Quoted Post


Thanks for explaining that, I didn't know there was as default gens.

I've just tested against it and you're completely right. Very sorry, I'll raise it with Daz.

Thanks so much for your help.

Best,
Minxies


You're welcome, it's shame that I couldn't be of more help :-(
simontemplar  
#354 Posted : Friday, August 12, 2016 4:29:14 AM(UTC)
simontemplar

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Aaannnnnnd Tween Julie is out.
"That was fun. Let's do it again."
Optika  
#355 Posted : Friday, August 12, 2016 4:35:08 AM(UTC)
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Hi 3feetwolf,

don't know how often I've used the NG7 already. Most of the times they work perfect, sometimes the colors may be a little offset, but this is fixable. So thanks for a super product.

Now today it was the first time that a character did not let me apply the NG7: DT - Amanda for G3F from Digital Touch. Was just released on DAZ. There I got an error that I should select a G3F-compatible figure first. Well, as it is for G3F and using the G3F base UV, DT Amanda should work but somehow your script seems to have problems.

Guess I use the most current script as I've purchased the Aiko7-upgrade recently.

Could you please investigate?

Thanks!

nightwolf1982  
#356 Posted : Saturday, August 13, 2016 8:03:00 AM(UTC)
nightwolf1982

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Originally Posted by: simontemplar Go to Quoted Post
Aaannnnnnd Tween Julie is out.


I wouldn't get too excited. Since Tween Julie is an underage character, I doubt she'll get an NGV7 update.
simontemplar  
#357 Posted : Saturday, August 13, 2016 2:28:05 PM(UTC)
simontemplar

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Originally Posted by: nightwolf1982 Go to Quoted Post
Originally Posted by: simontemplar Go to Quoted Post
Aaannnnnnd Tween Julie is out.


I wouldn't get too excited. Since Tween Julie is an underage character, I doubt she'll get an NGV7 update.


Come on, I have a ritual to maintain no matter what. A new model comes out, I am SUPPOSED to go "Annnnnd..."
Even if the update won't pop up in the shop, I must preserve the Balance of And. We don't want any disturbance
in the Forrce, now do we? goofy

"That was fun. Let's do it again."
nightwolf1982  
#358 Posted : Saturday, August 13, 2016 2:42:06 PM(UTC)
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Very well, young 'Roticwan, continue with your ritual. May the Forceful Thrusting be with you.
CrazychrisX  
#359 Posted : Thursday, August 18, 2016 3:21:09 PM(UTC)
CrazychrisX

Rank: Newbie

Joined: 4/27/2016(UTC)
Posts: 2

Hey

So i have recently ran into a problem with the Genitalia, the issue is very simple.

When i put it on my model and then render it on Octane, i get this result:

http://i.imgbox.com/CwakaIOw.png

I have no clue how to fix it, when i render it in Iray it leaves no mark what so ever, but in octane it for some reason does :(

Anyone who knows or have an idea how i can fix this?

Regards
CrazychrisX / Chris3DX
3feetwolf  
#360 Posted : Thursday, August 18, 2016 10:21:36 PM(UTC)
3feetwolf

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Originally Posted by: CrazychrisX Go to Quoted Post
Hey

So i have recently ran into a problem with the Genitalia, the issue is very simple.

When i put it on my model and then render it on Octane, i get this result:

http://i.imgbox.com/CwakaIOw.png

I have no clue how to fix it, when i render it in Iray it leaves no mark what so ever, but in octane it for some reason does :(

Anyone who knows or have an idea how i can fix this?

Regards
CrazychrisX / Chris3DX


Hello,

I think this problem is caused by the parameters of displacement map.
Because all the vertices of the gens prop were moved, this was the effect of the displacement map.
The following are my personal views. Please correct me if I am wrong.
There are two displacement parameters in Iray Uber Shader, Minimum Displacement and Maximum Displacement.
If the value of these two parameters are not equal, then you will see the same problem in the render result.
So I guess Octane renderer has similar parameters too.
Adjust these parameters can eliminate the incorrect vertex displacement.

I hope my answer can help you.
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