My 3D CG Tips and How-Tos 8

Using female materials on male figures

with help of UV transfer utility for Genesis 3 figures from Daz3D

2022 March 27

This discussions refers to Daz Studio work environment and Daz3D content.

I found some very interesting geoshell versions of female fantasy/sci-fi content which would work well for my projects involving male 3D figures. I discovered that workflow must happen in a sequence of steps and it is linear and sequential. I detail the procedure as follows.

Load the base male figure.

Apply the male character shapes and textures.

Apply the UV swap utility.

Load the female geoshell bearing the special character.

Select the geoshell in the scene hierarchy, and apply the female character materials.

Done.

I had earlier mixed up some of the steps and ended up crashing the software.




Anyone claiming to be able to render HDRI in Daz Studio is BS-ing

2022 March 28

If anyone claims they can render an HDRI image in DazStudio, they are Bovine Excrementing. There are 4 formats DS saves renders in: JPG, PNG, BMP, and TIF. The TIF format used by DS is 8-bit. OK, let's get down to the tech talk. You can try to combine renders of differently tonemapped (simulated bracketed) scenes into an HDRI using an external software. The information in JPG, PNG and BMP are not worth using. The information in DS TIFs are not 32-bit, so it is a bit of a wall to scale, if you want to create worthwhile HDRIs. Remember, an HDRI is a file format. You can import five BMP files and output one HDRI but it will not have the amount of information to make it a functional HDRI file ! It won't light up your scene, hence the typically greyish cast of your subjects and objects in your lousy HDRI-illuminated scene. You can import ito your HDRI creation software 5 bracketed tonemapped renders in TIF format to create your HDRI - and sorry, but it still be a lousy HDRI. The simple reason is the DS TIF is 8-bit TIF.

My various approaches to creating transparencies for card or strip hair

2022 May 21


This post is more for my own reference:


https://www.facebook.com/juniperchew/posts/10223105071668449

Discussion under this post contains method by 3D CG artist Dawn Clement.


https://www.facebook.com/juniperchew/posts/10223142357160563

https://www.facebook.com/juniperchew/posts/10223141408496847

My method based on EASG's method.


https://www.facebook.com/juniperchew/posts/10223165398216575

My method using spline tools of Clip Studio Paint EX

Technical discussions

2022 May 23


Discussion 1: increasing render efficiency of my Bokeh prop.


I have been trying to increase the render efficiency of my bokeh prop inside Daz Studio Pro. The Poser 12 version I made renders relatively quickly, but inside DS, it slows down the render by a lot. (see my screen capture) I adjusted the shader settings to make it friendlier to render speed. I also used V3Digitime's Scene Optimiser script to manage the assets in my scene. I found that if I pose the bokeh prop in my scene to my satisfaction infront of the camera I want to render with, then reduce the z scale to 1 percent, I could get a reduction in total render time. The scene still takes a long while to render - under 22 minutes in this example, even with Optimisation and my nVidia 3060 card. I prefer scenes to take a shorter time, on average, to render. It is not enough to permanently set the z scale of my bokeh prop to 1 per cent. I need to have the full scale version to pose it correctly infront of my rendering camera. Once that is done, then I can reduce the z scale.


Discussion 2: Using Diffuse Overlay Node to get image on T-shirt

I generated some anime-style images from the Charat dot me website. I decided to use them as prints on the t-shirt of my 3D CG people inside Daz Studio. I used the overlay node found under the Diffuse node in the Surfaces tab of Daz Studio Pro. (see my first screen capture of Surfaces node) I also opened up the Layered Image Editor and adjusted the position of the image (can also adjust scale, if needed). (see my second screen capture of Surfaces Node Layer Image Editor)

Creating a conforming non-continuous figure with multiple parts and materials

2022 June 02

These are my production notes fo a slightly challenging modelling and rigging project. I created one conforming rigged figure of mutiple parts with their own material zones. Software used: Shade3D and Poser 12.

Creating arm accessories - an iterative process


Use LH dev object


create the accessories and create materials for each geometry


export without welding or export as individual parts


import into Poser 12


export as one OBJ without welding and retain groups


re-import into Poser 12 without welding


use LH Dev object and go to fitting room


Use both prop and LH Dev Obj as zeroed


Create figure


transfer morphs, auto group, etc


Save the newly created CR2 into library


Start a new scene with LH at L'Homme Size 0.5


Load the arm accessories CR2 (it will load at L'Homme Size 0.0)


Conform the arm accessories CR2 to the LH in the scene. It will conform correctly. Also, because no welding was done during the steps involving export from Poser and re-import, the materials are retained for each part of the accressories. We can make some parts invisible.


#3D #CG Now that I have sorted out the process for getting multiple unconnected meshes with separate materials into a rigged group that conforms to L'Homme, I will use my own geometries !! Have no fear. Your precious Dev OBJ meshe will not spawn derivative meshes !! #Poser12 #IntellectualProperty

HDRIs and ACES spectral rendering

2022 June 14

I found a way to separate poorer quality 360 HDRIs from better quality ones, without inspecting the file details. Use ACE Spectral rendering: a poorer quality HDRI will "show you its true colours", pun intended.


"The Academy Color Encoding System (ACES) is a free, open, device-independent color management and image interchange system developed under the patronage of the Academy of Motion Picture Arts and Sciences. It’s meant to standardize color space between different input sources (cameras, VFX, etc). It features a high dynamic range, an RGB-based workflow, and an ultra-wide color gamut that encompasses the entire spectral locus.

For digital artists, the biggest reason to use ACES is that renders look and feel more “photorealistic”. That’s because of the wider dynamic range."

https://garagefarm.net/blog/what-is-color-space-and-why-you-should-use-aces



Palms and Soles for dark-skinned characters

2022 June 14


Have been in CG for almost 2 decades. A couple of bugbears which have been discussed in the annals of community history: (1) epicanthic fold for East Asian characters, and (2) lighter palms and soles for characters of very dark skin complexion (i.e. some African, South Asian and Pacific Islander ethnicities).

Some effort at creating epicanthic fold morphs have been made (including by myself), but in the main, much misunderstanding of the eyefold persists, the solution being slanted eyes or makeup that draws in the fold - still a failure for authenticity, but things have got better, no doubt.

The latter item will always be a problem unless independant material zones can be created for those areas of skin surface. But this has not been done as far as I am aware of, because most solutions rely on image texture input to the skin shaders. This approach becomes more problematic when applying PBR skin shaders. The palms and soles of dark-skinned characters are not the same colour as their back of hand and top of foot. Time we collectively try to do something about this.


Fix for black surfaces when rendering with ACES option

2022 June 15

I encountered a surface problem when rendering in Daz Studio Pro while using ACES spectral option.

In this case, I used the commercial Sweet Temptation product. The strawberry rendered with a black skin. I asked over at the Daz3D forums here: https://www.daz3d.com/forums/discussion/comment/7541021

I decided to try the saturation work-around. I get an approximation to a red surface, although there is room for improvement.


I tweaked the Glossy and Top Coat settings as well. Here is the final render with ACESG spectral option on in iRay.

Technical Post

Retro style NPR versus AI style transer

2022 July 29

Technical post: This is a retro style (in 3D CG terms) non-photorealistic image. I think it is a genre which stands on its own among 3D CG styles. I used the Daz3D Genesis Male 8.1 figure. I extracted the Genesis 8 Female eyelashes (not the Genesis 8.1 Female eyelashes, reason will be given later) and fitted them to the G8.1M. I applied the gender-swap script and UVs to get the Genesis 8.1 Female UVs onto the figure. All this jumping through hoops is so that I can use the Genesis 8 Female Manga Markers material shaders on the figure, hair and clothing. I added my own Layered Image Editor (L.I.E.) custom image to the shirt shader. (Also added custom face shaping and masculinisation). Rendered using nVidia iRay. Well, I don't know if I really want to go back to this type of non-photoreal genre, since AI-enabled style transfer is possible these days.

More re: ACEScg and ACES options in Spectral Rendering

Daz Studio Pro iRay rendering black surfaces

2022 Spetember 14

I have concluded my troubleshooting with Daz3D Tech support. We are able to replicate the outcome on both our ends. Some commercial products have iRay shaders which render black when Spectral Rendering is selected and the options ACES or ACEScg are selected.

I have found upon cursory reading of discussion threads elsewhere on the internet, that the problem may be mitigated if input texture images for iRay shaders use a different colourspace (not sRGB, if I understand correctly).

Purely procedural shaders which do not rely on any input image texture, are correctly rendered by this setup. It does not explain why human shaders using input textures have so far not rendered black with Spectral Rendering and ACES or ACESCG selected.

Even rec2020 mode causes black rendering

#technical #troubleshooting #bughunt #DazStudioPro

What I thought was a bug in the Spectral Rendering ACES and ACEScg rendering, turns out to affect the rec2020 mode as well. The shader renders as intended when using rec709 mode for Spectral rendering. THIS MEANS THAT RENDERING WITH DAZ STUDIO CANNOT MATCH CINEMATIC STANDARDS, since ACES and ACEScg are not usable reliably. Even rec2020 mode is unreliable for rendering scenes.


More information from my Facebook post and my comments to my own post:

HERE




Procedure of Volume to Mesh in Blender based on Steve Scott's Youtube video



Notes made by Juniper Chew, 13 October 2022



1. Assume there is a mesh in the scene. Convert the mesh to smoke using Quick Effects, under the Object dropdown menu in Object mode.

2. Select the smoke domain in the Hierarchy window.

3. Go to the Physics Properties tab.

4. Save the scene, at this point !

5. In the Physics Properties Tab, Bake The Cache, by exporting all 250 frames to a folder of your selection (you will look in this location later). Note that the Format Volumes option is OpenVDB. (UPDATE: actually, only need 40 frames' worth toget effective fog mesh)

6. Press F3 and type in fluid.bake and Bake All.

(UPDATE: I have had trouble with this step. The reason is:

"the cache type is set by default to "Replay". Replay does not provide any caching at all; it's used for instant replay. If you want to bake data, you should change cache type to modular or final (for final baking all physics) " - see https://blender.stackexchange.com/questions/181499/bake-data-button-not-visible-in-fluid-options )


7. Clear the scene of all items except Camera and Light.

8. In Object Mode, Add | Volume | Import OpenVDB (drop-down menu options). Get the same OpenVDB file saved from earlier in step 6.

9. In the hierarchy window, select the imported fluid_data item and go to the Properties Tab (it has a cloud-type icon).

10. Select or check the Sequence Box.

11. Type in 250 frames

12. In the main scene, add another mesh (for example, the default cube).

13. Select the cube in the Hierarchy window.

14. Go to Modifiers.

15. Select Volume To Mesh.

16. Select the dropper to assign the target object. Touch the fluid_data item with the dropper icon to make it the target object.

17. Still with the (cube) mesh selected, add another Modifier: Remesh.

18. I try Smooth instead of Blocks (which Steven Scott used in his Youtube video). Move along the timeline to see how the shape changes occur.

19. In the Hierarchy window, select the fluid_data item and make it invisible.

20. Done.

20. Select the mesh, and export that to get the fog mesh. I made the mistake of exporting the fluid_data !

Some images of my smoke to OpenVDB to mesh in Blender3D,

with meshes usable in Daz Studio Pro ( meshes hould also work in Poser 12.x)


So why am I being stubborn, it would seem, to create a fog mesh ? One alternative is using the good old textured planes approach, which is an approximation but really not wholistic in a sense for the 3D scene. The other alternative is using volumetric virtual fog which eats up computation memory or which simply cannot be done depending on hardware. I figured that using approximations of cloud volumes in the form of geometric mesh would be a good middle approach. I am grateful to Will Timmins for his procedural cloud shaders. I still have to adjust these manually, depending on my fog mesh, but it's a great launching point.

So, at this stage, I have several mesh fogs, and I wish to test them with specific source lighting inside the meshes. I decided to try using iRay spotlights in addition to HDRI 360 illumination (which really only makes sense if it is night-time HDRI or concert stage HDRI). I have some renders showing my experiments with the fog esh and lighting:-

Camera, figure and 2 iRay spotlights are inside the fog mesh.

Camera is outside the fog mesh, while the figure and 2 iRay spotlights are inside the fog mesh.


Fog mesh covers only half the figure, with camera outside the fog mesh and 2 spotlights inside the fog mesh.

Fog mesh covers only half the figure, with camera outside the fog mesh and only 1 spotlight inside the fog mesh.