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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 8:11 pm)



Subject: EZSkin v1.4.2 for Poser Pro 2012 and Poser 9


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LaurieA ( ) posted Fri, 23 December 2011 at 11:08 PM

Ask Snarly and ye shall receive...lol.

Ok Snarly...I'll stop now :P

Laurie



hborre ( ) posted Sat, 24 December 2011 at 1:00 AM

The xml works very well after fiddling with it adding the Nybras character from DAZ.  It did take me awhile to figure everything out, but it does an excellent job replacing all the nodes.  Need to tweak it a bit, but I am very satisfied.  Thanks again, Snarly.


ima70 ( ) posted Sat, 24 December 2011 at 3:52 PM

The xml works! I added Apollo Maximus to test it and worked without problems :-) Thank you very much for this


Snarlygribbly ( ) posted Sat, 24 December 2011 at 4:01 PM

@hborre and ima70: Thank you both very much for letting me know that it works. Unlike the rest of the scriptthe XML support was thrown together rather quickly and uploaded with only minimal testing, so it's good to hear that it's sufficiently functional to be of use!

And besides, I'm now far too drunk to test it properly myself :-)

Happy Christmas!!

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hborre ( ) posted Sat, 24 December 2011 at 4:06 PM

I guess someone spiked the 'nog again.

Merry Christmas All!!!


RobynsVeil ( ) posted Sat, 24 December 2011 at 5:27 PM

Good to see you're enjoying yourself, SG - you definitely deserve an awesome Christmas, SnarlySanta! 😄

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Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
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pokeydots ( ) posted Thu, 29 December 2011 at 5:32 PM

When using the XML file to add a new figure, do we just make a completly new xml file or do we keep adding new figures to the one you included to the download?  I want to add Rosy cheeks Lina, but I'm not really sure what I am doing :(    Or where to add her into the xml file.  Also when I ran the py script to get the correct name and material zones for her, it had ignore on all the materials, is that the way it should be?  She is a really old figure and doesn't have bump maps on her skin.  Thanks :)

Poser 9 SR3  and 8 sr3
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adroge ( ) posted Thu, 29 December 2011 at 5:57 PM

itwould be nice if all these changes could be merged into one file. It would prevent a lot of unnecessary/duplicated effort. That, or allow ezskin to read from multiple xml files.


Kalypso ( ) posted Thu, 29 December 2011 at 6:11 PM
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But they are merged into this one xml file.   Snarly has stated,  "You can have multiple FIGURETYPES within the XML file, so add as many as you need. They must have different names, of course."  So I don't undestand what unnecessary or duplicated effort you mean.  You just add the figures you want into that one xml file.   Having multiple xml files would, on the other hand, be extraneous.


adroge ( ) posted Thu, 29 December 2011 at 6:34 PM

Quote - But they are merged into this one xml file.   Snarly has stated,  "You can have multiple FIGURETYPES within the XML file, so add as many as you need. They must have different names, of course."  So I don't undestand what unnecessary or duplicated effort you mean.  You just add the figures you want into that one xml file.   Having multiple xml files would, on the other hand, be extraneous.

Ok. I misread.


hborre ( ) posted Thu, 29 December 2011 at 6:58 PM

file_476808.jpg

This is the way to add more characters to the XML list.  The yellow highlight is my addition of the DAZ Nybras.  You must make certain that each part is assigned to a particular shader template as outlined at the top of the script.  If you do not want any changes, then designate the part to ignore.

 


pokeydots ( ) posted Thu, 29 December 2011 at 7:01 PM

Thank you ! A picture is worth a 1000 words :)

Poser 9 SR3  and 8 sr3
=================
Processor Type:  AMD Phenom II 830 Quad-Core
2.80GHz, 4000MHz System Bus, 2MB L2 Cache + 6MB Shared L3 Cache
Hard Drive Size:  1TB
Processor - Clock Speed:  2.8 GHz
Operating System:  Windows 7 Home Premium 64-bit 
Graphics Type:  ATI Radeon HD 4200
•ATI Radeon HD 4200 integrated graphics 
System Ram:  8GB 


LaurieA ( ) posted Thu, 29 December 2011 at 7:08 PM · edited Thu, 29 December 2011 at 7:09 PM

Snarly loves the xml...lol. But once you get the code down, it's rather a good way to get it done. Cut and paste and then change works well for me...lol :).

Laurie



hborre ( ) posted Thu, 29 December 2011 at 7:22 PM · edited Thu, 29 December 2011 at 7:31 PM

Cut & paste works very well.  Just watch the spelling, line indents, and case-sensitive zones and you're good to go.  I fumbled through this for a while until I got the right combination and format.  Now it works all the time.

Edit: What would be nice is a way to edit the script by adding your own custom shaders or an interface which could allow you to change particular shader settings for different body zones.  For example, the Nybras character has horns which I have instructed the XML to ignore.  But if I could attach the teeth shader to the horns and control the amount of specularity to just those parts, then I could designate specific individual settings across the whole body.  It's a bit much to ask, however.... 


RobynsVeil ( ) posted Fri, 30 December 2011 at 2:48 AM · edited Fri, 30 December 2011 at 2:48 AM

Quote - But they are merged into this one xml file.   Snarly has stated,  "You can have multiple FIGURETYPES within the XML file, so add as many as you need. They must have different names, of course."  So I don't undestand what unnecessary or duplicated effort you mean.  You just add the figures you want into that one xml file.   Having multiple xml files would, on the other hand, be extraneous.

Hmmmm. Just thinking outloud... when I write skin-shader scripts, I use a different .py as a descriptor file for each figure. It just make editing easier, I think, even though you have all these little files in this folder. But Antonia in all her permutations is in one .py, V4 in her shocking mess in another, Mariko in another - and so forth. Dead easy to figure out which file to mess with.

So, yes, they could all be in one file. But what a nightmare to find stuff. I'm weird like that: I use the file system as part of my organisation. Yep, s'okay, you can all shoot me down.... :lol:

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


ShawnDriscoll ( ) posted Fri, 30 December 2011 at 3:48 AM

Quote - there is an IDL dome , just not visible to camera ( it has a cloudy blue material; applied) unfortunately, the forum requires a small file size, so detail is lost in the resizing/crunching down. original .jpg is 1600 wide by 1400 high. the difference is subtle, but it can be seen in the original.

On my monitor I can totally tell the difference with the three samples.  The fresnel example would look even better (more real) if her arms had a more natural bend to them.  The elbows and shoulders give away that she is CG.  But the fresnel skin looks great.

www.youtube.com/user/ShawnDriscollCG


Snarlygribbly ( ) posted Fri, 30 December 2011 at 1:09 PM

Quote - ...What would be nice is a way to edit the script by adding your own custom shaders or an interface which could allow you to change particular shader settings for different body zones.  For example, the Nybras character has horns which I have instructed the XML to ignore.  But if I could attach the teeth shader to the horns and control the amount of specularity to just those parts, then I could designate specific individual settings across the whole body.  It's a bit much to ask, however.... 

I have plans to enhance EZSkin.

Specifically, there will be more control over the parameters for the non-skin materials and more options for eyes, mouth etc.

I am also happy to add new shaders to those already available, so we could have a 'horns' shader built into EZSkin if we wanted one, for example.

As for different settings for different body parts, I have an idea about how that might work without compromising the vision I had for EZSkin as a simple tool. I'll give it some more thought ...

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hborre ( ) posted Fri, 30 December 2011 at 1:28 PM

Thanks, Snarly.  I think this is snowballing into an awesome piece of script.  Thanks for all your time and effort.


bagginsbill ( ) posted Fri, 30 December 2011 at 1:48 PM

It's going to snowball into VSS Pro grin

 


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Kalypso ( ) posted Fri, 30 December 2011 at 2:32 PM
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Quote - It's going to snowball into VSS Pro grin

 

That would be great!  Now what about some sort of BBshaders Pro? :D


grichter ( ) posted Fri, 30 December 2011 at 4:22 PM

Tapping fingers on table. Gets up and paces back and forth...wondering when the BB Gold shader and assorted other gems is going to show up in some marketplace.

BB you need to make a New Years Resolution to get it done! :laugh:

Thanks for all the effort into this script SG. Any advancements are much appreaciated!

Gary

"Those who lose themselves in a passion lose less than those who lose their passion"


RedPhantom ( ) posted Fri, 30 December 2011 at 7:30 PM
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No! No new years resolution! People never follow their resolutions and he'll never get them done. I don't know about you but I'd like to be able to buy them.


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estherau ( ) posted Fri, 30 December 2011 at 8:10 PM

any rough dates for release of VSSpro BB?

Love esther

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flibbits ( ) posted Sat, 31 December 2011 at 12:19 AM · edited Sat, 31 December 2011 at 12:20 AM

I tried adding Hiro 3, but it returns "unsupported figure" when the script is run on a H3.

To add it, just added the blHiro.obj to the existing DAZGEN3 figuretype.



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