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3feetwolf  
#201 Posted : Sunday, May 26, 2024 2:39:35 AM(UTC)
3feetwolf

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Originally Posted by: piorn2 Go to Quoted Post
Hello:-)

you can't see the lines so well because of the resolution, I'm trying to improve it... I've now found a solution, unfortunately the displacement of the Minora also disappears... and the transitions are better with the Genesis 9 normals Daz...

Thankyou for help

And a nice day


Thank you for the pictures, I will try to find out where is the problem and get back to you as soon as possible :-)


3feetwolf  
#202 Posted : Sunday, May 26, 2024 4:25:08 AM(UTC)
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Originally Posted by: piorn2 Go to Quoted Post
Hello:-)

you can't see the lines so well because of the resolution, I'm trying to improve it... I've now found a solution, unfortunately the displacement of the Minora also disappears... and the transitions are better with the Genesis 9 normals Daz...

Thankyou for help

And a nice day


Hi, as you have already discovered, the problem is with the displacement effect, which causes tiny gaps between the different surfaces of the NG9.
Normally, among the three surfaces of NG9, only Genitalia surface has a displacement map to show the details of the labia minora and other parts. Moreover, in the palces where Genitalia surface is connected to other surfaces (such as Body surface), the color values of the displacement map are (128, 128, 128), that is, 50% gray. This color will not generate a displacement effect. In other words, in principle, there will be no gaps between different surfaces of NG9.
Now, however, these gaps have indeed appeared. I couldn't find the cause of the problem, but I thought of a workaround:
Please download Fake Disp Map.jpg from the link below, it is an image filled with 50% gray.
https://drive.google.com...pzE-/view?usp=drive_link
After downloading this image, go back to daz studio, open your scene, and find the Body surface under New Genitalia for Genesis 9 in the Surfaces panel. Assign Fake Disp Map.jpg to the Displacement Strength of the Body surface, and then make the values of Displacement Strength, Minimum Displacement, Maximum Displacement, and SubD Displacement Level consistent with the values of the same name in the Genitalia surface.
Render again and the gap will disappear. 
Hope this workaround works for you


piorn2  
#203 Posted : Monday, May 27, 2024 8:49:53 AM(UTC)
piorn2

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Hello,

Thank you very much for the Download, that worked... lines are gone and the shape is retained.
I learned something again. Thank you
have a nice day

tcgmark  
#204 Posted : Friday, July 12, 2024 3:52:13 AM(UTC)
tcgmark

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Hello, would it be possible to get a UV map of NGG9 with the genitals connected to the torso?


3feetwolf  
#205 Posted : Friday, July 12, 2024 8:25:36 AM(UTC)
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Originally Posted by: tcgmark Go to Quoted Post


Hello, would it be possible to get a UV map of NGG9 with the genitals connected to the torso?



Hi, 


Because the uv islands of these two are separate, we can't get such a uv map. But could you tell me what purpose you want to achieve with this uv map? I can try to find an alternative for you. 


tcgmark  
#206 Posted : Friday, July 12, 2024 1:10:17 PM(UTC)
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Originally Posted by: 3feetwolf Go to Quoted Post


Originally Posted by: tcgmark Go to Quoted Post


Hello, would it be possible to get a UV map of NGG9 with the genitals connected to the torso?



Hi, 


Because the uv islands of these two are separate, we can't get such a uv map. But could you tell me what purpose you want to achieve with this uv map? I can try to find an alternative for you. 



 


I have had some moderate success with transferring some hd details with displacement maps through blender.  Past products, yours and meipes gens, have come with a uv map that has the gens laid out in a configuration that matches the default torso uv.  I realize that G9 is a different ball game because so much relies on HD.  The only UV editing i have done is in blender, but the tools are a bit limiting.  I was not sure if a UV map like this was something that was easy for you to do with the tools you have.  Thank you for your response.


3feetwolf  
#207 Posted : Friday, July 12, 2024 9:05:00 PM(UTC)
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Originally Posted by: tcgmark Go to Quoted Post


I have had some moderate success with transferring some hd details with displacement maps through blender.  Past products, yours and meipes gens, have come with a uv map that has the gens laid out in a configuration that matches the default torso uv.  I realize that G9 is a different ball game because so much relies on HD.  The only UV editing i have done is in blender, but the tools are a bit limiting.  I was not sure if a UV map like this was something that was easy for you to do with the tools you have.  Thank you for your response.



Hi, 


If I understand correctly, you could transfer HD details to the displacement map of NG8 in blender. But when you try to use the same method to transfer HD details to the displacement map of NG9, and find that they don't match your character's torso map? (such as cracks appearing at the uv seams when rendering)
If this is the case, you can try to add a mask layer to the new displacement map and gradient overlay the UV border of the displacement map with 50% gray. This should eliminate the cracks mentioned above. 
This is the simplest solution I think of. If it does not meet your actual situation, we can discuss other solutions further. 


tcgmark  
#208 Posted : Saturday, July 13, 2024 12:34:57 AM(UTC)
tcgmark

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Originally Posted by: 3feetwolf Go to Quoted Post


Originally Posted by: tcgmark Go to Quoted Post


I have had some moderate success with transferring some hd details with displacement maps through blender.  Past products, yours and meipes gens, have come with a uv map that has the gens laid out in a configuration that matches the default torso uv.  I realize that G9 is a different ball game because so much relies on HD.  The only UV editing i have done is in blender, but the tools are a bit limiting.  I was not sure if a UV map like this was something that was easy for you to do with the tools you have.  Thank you for your response.



Hi, 


If I understand correctly, you could transfer HD details to the displacement map of NG8 in blender. But when you try to use the same method to transfer HD details to the displacement map of NG9, and find that they don't match your character's torso map? (such as cracks appearing at the uv seams when rendering)
If this is the case, you can try to add a mask layer to the new displacement map and gradient overlay the UV border of the displacement map with 50% gray. This should eliminate the cracks mentioned above. 
This is the simplest solution I think of. If it does not meet your actual situation, we can discuss other solutions further. 



Just to clarify, im not trying to go cross generation.  My method is to convert G9 HD details to displacement maps, then use those maps to displace NGG9 and create HD morphs to use in DAZ. Since the genitals UV's are on UDIM slot 1001 and take up the entire UV slot, the displacement does not match the body map.  When the gens are part of the torso map a small amount of the displacement shows up, but it is easy to exclude by making a vertex group to exclude them from the displacement modifier.  With the UV's the way they currently are makes it so that i have to exclude the gens part altogether and it is difficult to blend from displacement to no displacement.  Usually i can hide the seams in the crack where the labia majora and minora meet.  if the gens were part of the torso, i would have more control over the vertex group i create to blend the displacement.  I hope that i was able to clarify this a bit.  I've been wanting to break into G9 for a while because a lot of the tech is just better, but the topology changes make a lot of things difficult.  I've even tried to reorient G9 UV maps to match G8, but blender just does not have the UV tools to do the job, unfortunately.  Or perhaps I just lack the skill.  Thank you for your time.


 


3feetwolf  
#209 Posted : Saturday, July 13, 2024 2:40:09 AM(UTC)
3feetwolf

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Originally Posted by: tcgmark Go to Quoted Post


Just to clarify, im not trying to go cross generation.  My method is to convert G9 HD details to displacement maps, then use those maps to displace NGG9 and create HD morphs to use in DAZ. Since the genitals UV's are on UDIM slot 1001 and take up the entire UV slot, the displacement does not match the body map.  When the gens are part of the torso map a small amount of the displacement shows up, but it is easy to exclude by making a vertex group to exclude them from the displacement modifier.  With the UV's the way they currently are makes it so that i have to exclude the gens part altogether and it is difficult to blend from displacement to no displacement.  Usually i can hide the seams in the crack where the labia majora and minora meet.  if the gens were part of the torso, i would have more control over the vertex group i create to blend the displacement.  I hope that i was able to clarify this a bit.  I've been wanting to break into G9 for a while because a lot of the tech is just better, but the topology changes make a lot of things difficult.  I've even tried to reorient G9 UV maps to match G8, but blender just does not have the UV tools to do the job, unfortunately.  Or perhaps I just lack the skill.  Thank you for your time.



Hi,
Sorry I misunderstood what you mean. So you have created a displacement map for your character in blender? 


tcgmark  
#210 Posted : Saturday, July 13, 2024 6:54:51 AM(UTC)
tcgmark

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Originally Posted by: 3feetwolf Go to Quoted Post


Originally Posted by: tcgmark Go to Quoted Post


Just to clarify, im not trying to go cross generation.  My method is to convert G9 HD details to displacement maps, then use those maps to displace NGG9 and create HD morphs to use in DAZ. Since the genitals UV's are on UDIM slot 1001 and take up the entire UV slot, the displacement does not match the body map.  When the gens are part of the torso map a small amount of the displacement shows up, but it is easy to exclude by making a vertex group to exclude them from the displacement modifier.  With the UV's the way they currently are makes it so that i have to exclude the gens part altogether and it is difficult to blend from displacement to no displacement.  Usually i can hide the seams in the crack where the labia majora and minora meet.  if the gens were part of the torso, i would have more control over the vertex group i create to blend the displacement.  I hope that i was able to clarify this a bit.  I've been wanting to break into G9 for a while because a lot of the tech is just better, but the topology changes make a lot of things difficult.  I've even tried to reorient G9 UV maps to match G8, but blender just does not have the UV tools to do the job, unfortunately.  Or perhaps I just lack the skill.  Thank you for your time.



Hi,
Sorry I misunderstood what you mean. So you have created a displacement map for your character in blender? 



Yes, i have.


 


3feetwolf  
#211 Posted : Saturday, July 13, 2024 8:32:51 AM(UTC)
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Originally Posted by: tcgmark Go to Quoted Post


Yes, i have.



Okay, I have an idea, but I'd still like to do some testing first to verify it. Could you send me the displacement map you created? 


tcgmark  
#212 Posted : Saturday, July 13, 2024 11:19:18 AM(UTC)
tcgmark

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Originally Posted by: 3feetwolf Go to Quoted Post


Originally Posted by: tcgmark Go to Quoted Post


Yes, i have.



Okay, I have an idea, but I'd still like to do some testing first to verify it. Could you send me the displacement map you created? 



Sure, but im a forum newbie.  im not sure how to upload a picture here.  or how would you like me to send it to you?


3feetwolf  
#213 Posted : Saturday, July 13, 2024 8:14:22 PM(UTC)
3feetwolf

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Originally Posted by: tcgmark Go to Quoted Post


Originally Posted by: 3feetwolf Go to Quoted Post


Originally Posted by: tcgmark Go to Quoted Post


Yes, i have.



Okay, I have an idea, but I'd still like to do some testing first to verify it. Could you send me the displacement map you created? 



Sure, but im a forum newbie.  im not sure how to upload a picture here.  or how would you like me to send it to you?



Oh, sorry, I forgot this, please send it to me via email ([email protected]). 


tcgmark  
#214 Posted : Saturday, July 13, 2024 8:52:00 PM(UTC)
tcgmark

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Originally Posted by: 3feetwolf Go to Quoted Post


Originally Posted by: tcgmark Go to Quoted Post


Originally Posted by: 3feetwolf Go to Quoted Post


Originally Posted by: tcgmark Go to Quoted Post


Yes, i have.



Okay, I have an idea, but I'd still like to do some testing first to verify it. Could you send me the displacement map you created? 



Sure, but im a forum newbie.  im not sure how to upload a picture here.  or how would you like me to send it to you?



Oh, sorry, I forgot this, please send it to me via email ([email protected]). 



Ok, i sent it to you.


 


Grimmblight  
#215 Posted : Thursday, October 24, 2024 10:27:00 AM(UTC)
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Any plans to add G9 toon texture update?


or will it need a separate  model, 


thanks for all you do!


3feetwolf  
#216 Posted : Friday, October 25, 2024 2:30:17 AM(UTC)
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Originally Posted by: Grimmblight Go to Quoted Post


Any plans to add G9 toon texture update?


or will it need a separate  model, 


thanks for all you do!



Hi, Do you mean the new FilaToon Shader? I just saw it and I'll do some research and get back to you soon. 


thanks 1 user thanked 3feetwolf for this useful post.
Grimmblight on 10/25/2024(UTC)
Grimmblight  
#217 Posted : Friday, October 25, 2024 9:22:59 AM(UTC)
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Originally Posted by: 3feetwolf Go to Quoted Post


Originally Posted by: Grimmblight Go to Quoted Post


Any plans to add G9 toon texture update?


or will it need a separate  model, 


thanks for all you do!



Hi, Do you mean the new FilaToon Shader? I just saw it and I'll do some research and get back to you soon. 



 


Yep that's the one, thank you


3feetwolf  
#218 Posted : Saturday, October 26, 2024 7:20:27 AM(UTC)
3feetwolf

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Originally Posted by: Grimmblight Go to Quoted Post


Yep that's the one, thank you



Hi, 
I have added compatibility with FilaToon Shader to the apply script. If your character is using FilaToon Shader, this new script can correctly identify it and add gens to your character. 
However, I do not have enough funds to buy FilaToon's special textures yet, so I have not been able to test whether ngg9's texture creation scripts works with these special textures. Could you help me test the functionality of this part? 


File Attachment(s):
03 - Apply Genitalia.zip (17kb) downloaded 20 time(s).
3feetwolf attached the following image(s):
test filatoon.jpg
thanks 1 user thanked 3feetwolf for this useful post.
haruchai on 10/26/2024(UTC)
SquishedSquirrel  
#219 Posted : Wednesday, December 11, 2024 11:41:42 PM(UTC)
SquishedSquirrel

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Just purchased the NGV 9, intending on using it on MacOS. Searching the thread, am I understanding correctly that the preprocessingMac.app requires MacOS 13.1 or later to run? On MacOS 12.7.6, a dialog pops up saying the textures are being processed, but no images are generated, so you can't go on to step 2.

Not a huge deal, have another machine with later OS, just didn't want to upgrade unless I have to.
Oxidation1988  
#220 Posted : Thursday, December 12, 2024 5:17:45 PM(UTC)
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Hello good sir. I notice you have an easy set up to get New Gens to Unity and Blender. Is it possible to do the same for Unreal Engine for male gens as well? ^_^ I imagine it is rather complicated.


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