Forum: Poser - OFFICIAL


Subject: Post your Dawn renders here!

RedPhantom opened this issue on Sep 13, 2024 ยท 95 posts


RedPhantom posted Fri, 13 September 2024 at 7:04 AM Site Admin

Show off what you can do with our new gal. I wish I had something to post but I haven't even had a chance to download her yet.


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


Rhia474 posted Fri, 13 September 2024 at 5:07 PM Online Now!

Okay. I hate to be the first.

But someone has to. Highly subjective thoughts below, some YAY and some not so yay. You will see a ton of artistic renders so it's imperative in my opinion that we see some stuff that is an impression of the 'this is how she looks when you unpack' experience for users.


I paid the introductory price for her base that includes basic textures and shapes ($17.97 USD), her Head and Body Shapes ($14.97--not used in the renders) and one pose pack (for $7.77) to pose her. That was $40.71 for no clothes, hair, extra textures or anything else, for those of you who keep track of such things.


Now. I am a Poser user, so this is a review of how she looks in Poser 13 Superfly. I'd love to see people post Firefly or DAZ to compare this way.


As I said I work  in Poser 13, the program this site carries, using Superfly. My renders below are all an unmodded Dawn 2 straight out of box with base textures, no morphing. I'm using the new HDRI system for Poser 13 also available on this site. In other words,  this is high quality HDRIs of either 4k or 8 k, no other light on scene. She comes natively unimesh, subdivided with 1 (aka, no fiddling with manually setting her). I left her subdivision again, as she came out of the box, on level 1.


My highly cranked-up render settings in Superfly.


First render:


Um.

Ummm.


What am I doing wrong here?

That hair does not fit her on the sides!! It has clipping like crazy at the temples! It is oddly fluffy on top the way no hair should be. Is this to do with the material settings on the hair?


Okay, on to the face skin texture as it ships with the figure: The lips are lovely, the eyelashes too. Nice natural eyebrows. The skin is...basic, but again, I wanted to have a render with nothing but the standard, not even makeup.

Here, closeup with that hair showing the non-fit again. The eye reflections are from the HDRI on screen as they should, that's great.


Now I did a closeup with a different HDRI, just in case. And look at that skin now. Utterly dry and looks like about a pound of powder was caked on. And still that hair clipping issue with the figure that hair was made for, with no morphs whatsoever.






Hand details. Absolutely great textures here (look at those fingernails!!)  fingers bend well. I adore that hand. That hand is the best I've seen in a long time. Well done. 


That elbow, though...


Feet, let's look at the feet. Lovely feet, correct ankle bones, great toes. Again, the textures show wonderfully.




Nudity flag for this one; arm and armpit and breast area. Collarbones, great collarbones! Basic breast shape, very versatile, texture is good for the aureole and nipple, shows great gradation. What is with that armpit, though?



I want to show the navel, because it's important to have a realistic navel you can shape and a texture that helps with that. Great job!


FInally, a full base render--the only thing I changed here was adding a genital shape from the morphs because that smooth nothing drove me crazy.



So I will mess with her during the weekend, but for now, a few things:

1. That hair needs serious fixing.

2. Skin is not HDRI Poser 13 ready as far as base skin on face.

3. base shape is great, has a lot of potential, so far bending is good.

A small kvetch:

The pose pack I purchased for her was not packaged suitably for installing with embedded installer (ie. with File-->Install from ZIP archive); it has nested folders which is fine if you install manually (you just drag and drop) but absolutely means you have to do it that way, because otherwise you look and look and look and then you realize that there is a Poser and a DAZ folder nested within your Runtime that contain another Runtime and...you know what I'm saying? package separately for DAZ and Poser and save some headache.


I think it's important that she gets dissected like this. I absolutely would love to open a discussion, as much as I am looking forward to playing with what I can get out of her.


Rhia474 posted Fri, 13 September 2024 at 5:33 PM Online Now!

Because I was concerned that the above is a bit too gloomy, I draped the original Dawn's lovely dynamic pre-Raphaelite dress on her, put her in a building and added two lights for her face to show better. The dress only required a bit of repositioning before simulating on 30 frames, nothing else (of course I unchecked the start draping from zero pose option as I modified where the dress was). Again, this is a dress made for Dawn 1.

Same render settings, same HDRI, added some aging morphs to her face.


Full render to show that the dress drapes and renders just great (again, I added portrait lights as a test, hence the blowout on the white sleeves):




RedPhantom posted Fri, 13 September 2024 at 6:47 PM Site Admin

For the problems you've found, please contact https://support.renderosity.com/

Thanks for being willing to be first. Those are some nice images. I still haven't had a chance to load her up.


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


odf posted Fri, 13 September 2024 at 6:50 PM

Thanks for the detailed review, Rhia474!

-- I'm not mad at you, just Westphalian.


Rhia474 posted Fri, 13 September 2024 at 6:54 PM Online Now!

On the other hand, with a bit of fiddling, you can get this (again, just vanilla textures with supplied makeup):




hborre posted Fri, 13 September 2024 at 8:31 PM

Rhia, thank you for posting your comments.  I, also, took a brief look at Dawn 2 and examined her skin shader in the Material Room.  I agree with Rhia, the skin shader is not Superfly-ready in Poser 13.  The base shaders contain an extra, unattached Diffuse node and an unattached Normal node.  The PhysicalSurface node subsurface scatter is not active and, IMO, the ScatterRadius values for RGB are incorrect.  


odf posted Sat, 14 September 2024 at 4:19 AM

Here's a quick snapshot of her borrowing LF2's hair and clothes. And why not, they're sisters after all. I hear "sharing is caring" is the Two family's official motto.


-- I'm not mad at you, just Westphalian.


TheRook posted Sat, 14 September 2024 at 11:59 AM

Just a basic render with textures and pose included with the basic figure. Clothing items were things for Dawn I already had. Still learning superfly, so faults in the render are mine- I did mess with the materials settings for the skin a bit. Yes, thanks Rhia for the detailed analysis.  Dawn 2 is very good, I think. Lots of potential to do all kinds of things.


Rhia474 posted Sat, 14 September 2024 at 12:40 PM Online Now!

Ooh, that's a great scene, TheRook! I like the placement and the mood. Is that the hair that came with her? It's weird how it looks so much better on your render, what lights did you use?


FVerbaas posted Sat, 14 September 2024 at 2:03 PM Forum Coordinator

I tried some LF poses. They do not look bad on her:



FVerbaas posted Sat, 14 September 2024 at 2:08 PM Forum Coordinator

Knee bend as usual does not show the tenons and thus looks a bit 'knackered straw', but that is not uncommon. Overall bending for sure is not bad. She was easy to pose.

I am happy I purchased her.

 


hborre posted Sat, 14 September 2024 at 4:12 PM

I made several adjustments to the skin shader in Poser 13 to improve its performance with Subsurface Scatter. I reworked the material room node connections and changed some channel values. In the render below, I replaced the hair shaders with Ghostship's hair system shaders and adjusted their color. The outfit is an old Aery Soul suit originally converted for the original Dawn, which I converted to fit Dawn 2.0 using the Fitting Room. I exported it as an object, re-rigged it in the Setup Room, and imported it back into Poser. I used a DM set in the scene, with shaders modified for better rendering in Superfly. The lighting in the scene comes from one low-intensity infinite light, one low-intensity area light, and an HDR image, which I adjusted to keep the set lighting physically accurate by attaching Blackbody converter nodes to each light.



DeeceyArt posted Sat, 14 September 2024 at 4:30 PM Online Now!

OK second try (deleted the first one because I forgot to tweak her forearm and hand a bit.)

Anyway, this is Dawn 2, with some Voluptuous and a touch of Athletic from the Body Morph Pack, and various and sundry face tweaks to adjust her face and expression ... A-frame face, and some tweaks with mouth corner and lip morphs. 

Sorry about the hair materials ... most of the Poser hair I have is from the V4 days 



I like her, she's a keeper and has GREAT potential.


DeeceyArt posted Sat, 14 September 2024 at 4:46 PM Online Now!

As for the lights ... Poser 13 content > Included > SuperFly Lights ... Dramatic preset.


TheRook posted Sat, 14 September 2024 at 5:59 PM

These are all looking good. Thanks Rhia. And to answer your questions, I used HDRI and one underpowered sun light via Ken1171's script. Yes, that is the included hair. Looking forward to try some some of ODF's clothes for her now that I've seen it done.


RedPhantom posted Sat, 14 September 2024 at 6:40 PM Site Admin

These are some great images. Glad to see Dawn 2 getting some love


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


Rhia474 posted Sat, 14 September 2024 at 6:41 PM Online Now!

Just had to do more futzing, in a modern setting which is what the majority of stuff is available, anyway. Again, P13 Superfly. Again, I am not happy with the skin for this Poser iteration. I'd love to see some closeups from people who can hack it.
She takes Dawn's clothes well with morph brush taking care of pokies (both the sweater and the jeans are Dawn's, with different textures on the sweater and using Ken1171's Physical script on the jeans. Added some morphs to her body and face. The pose if a La Femme pose, I was shocked how well it turned out. Hair is Kybele hair for V4, just had to reposition it a bit and use the free PBR textures for it.
Props are Jura's incredible (and FREE!!!!) Classic Bedroom set here amongst freebies. Ken1171's HDRI script and one backlight.





DeeceyArt posted Sat, 14 September 2024 at 6:49 PM Online Now!

Rhia, what lighting set are you using? You may find that the skin will look better if you use area lights, which are great for SuperFly. 

Also, try using the OptiX High render preset in the SuperFly Render Settings dialog.  Click the Load Preset button and you'll find it in there.


odf posted Sat, 14 September 2024 at 6:55 PM

TheRook posted at 5:59 PM Sat, 14 September 2024 - #4489335

Looking forward to try some some of ODF's clothes for her now that I've seen it done.

Hopefully someone will make a pose and morph combo for her to match LF2's default pose and shape. That would make swapping clothes much easier. One thing I noticed is that she is much skinnier and less voluptuous than LF2 in her default shape, so I had to scale the top and skirt down to 95% or they would been way too loose.

-- I'm not mad at you, just Westphalian.


Rhia474 posted Sat, 14 September 2024 at 7:02 PM Online Now!

DeeceyArt posted at 6:49 PM Sat, 14 September 2024 - #4489341

Rhia, what lighting set are you using? You may find that the skin will look better if you use area lights, which are great for SuperFly. 

Also, try using the OptiX High render preset in the SuperFly Render Settings dialog.  Click the Load Preset button and you'll find it in there.

Deecey, yes, that is absolutely the render settings I am using. OptiX is a lifesaver now that I have an upgraded video card. And yes, I am using a single area light here with the HDRI on the background. I find lights still need a LOT of tweaking in Poser 13.

randym77 posted Sat, 14 September 2024 at 8:46 PM Online Now!

A Firefly render. I like the hair style, but it could use better textures. (Wolfie, where are you?)




Rhia474 posted Sat, 14 September 2024 at 8:52 PM Online Now!

Ooh, what a beautiful drape, very graceful. 


RedPhantom posted Sat, 14 September 2024 at 10:05 PM Site Admin

I'm finally getting to play with her. I started last night but Poser crashed so I went to bed. Here's my first render.

The hair and Jewelry is from Lafemme. Now to convert some clothes and see what else she can do


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


odf posted Sun, 15 September 2024 at 1:33 AM

My second attempt. She's looking much less like a mime now.


-- I'm not mad at you, just Westphalian.


RedPhantom posted Sun, 15 September 2024 at 1:46 PM Site Admin

Here's her with some of Lafemme's clothes and Aiko's hair. The hair needs a bit of work, I think. The dark skin is just her default skin multiplied with a brown. It too needs work if I'm going to continue using it. The palms of her hands and the soles of her feet are too dark.


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


hborre posted Sun, 15 September 2024 at 4:15 PM

I have modified the skin shader on Dawn 2.0, more to my liking.  The image below is a quick render of Dawn with her base skin shader.  She is wearing Ali's Hr-040 hairpiece, which was placed on her head by changing her head and hair scale with collision activated for both.  

 

The second render below is Dawn with a modified skin shader with SSS-activated in the PhysicalSurface node.  This was a longer render for better resolution.  

Below is the Material Room snapshot of the modified skin shader.  Note the ScatterRadius values, they were changed to accommodate better SSS.  The ScatterfaceMethod selection was changed to Walk Fixed, otherwise, the SSS effect will not be applied.  I've placed a question mark over the Specular Map and Invert nodes, I am not sure why this was performed, there may be a better way to emulate that effect.

               

The lighting used for the render is the legacy Superfly Overhead set but modified with a Blackbody node to simulate more realistic illumination with Superfly rendering.


randym77 posted Mon, 16 September 2024 at 12:03 AM Online Now!

Very promising. Can't wait for some of the ethnic morphs/characters to be available. 

Agree that her knees could use improvement. For some reason I find LF's more natural looking. 


odf posted Tue, 17 September 2024 at 4:06 AM

Have I ever mentioned that I like muscles?


-- I'm not mad at you, just Westphalian.


randym77 posted Tue, 17 September 2024 at 9:54 AM Online Now!

Nice! I like the shoulders. (One thing I dislike about LH is his shoulders.)

Dusk 2 is supposed to be next, based on the same mesh as Dawn 2.


Afrodite-Ohki posted Wed, 18 September 2024 at 7:39 AM Online Now!

Ohoho those are nice muscles.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


LapinDeFer posted Wed, 18 September 2024 at 3:46 PM

So here is my tweak of the Dawn 2 materials. I have looked a little to Project Evolution for inspiration. The hair is OOT's Ammu hair for La Femme.



hborre posted Wed, 18 September 2024 at 5:46 PM

@LapinDeFer: You have no SSS activated in the skin shader.  The SubsurfaceMethod selection should be Walk fixed.  If I am not mistaken, Fresnel is already built into the PhysicalSurface Node, there is no need for it as part of the shader.  


Rhia474 posted Wed, 18 September 2024 at 6:30 PM Online Now!

I put in a ticket a few days ago regarding the Bun hair issue I am having. I then got a message that the textures have been updated 'to fix clipping and pixelation issues'. I downloaded the fix, rerendered under the exact same circumstances with the same light.

You tell me if this is fixed. I think not.

(will not comment on the skin in Superfly right now--I totally understand this is a base skin and it's supposed to be enhanced etc., but I didn't have this issue with La Femme's skin she ships with). This is, again, out of the box no modified Dawn2.


And I hate to harp on this, but please. Please fix this. It doesn't look good.



LapinDeFer posted Thu, 19 September 2024 at 1:39 AM

Thanks for the comments, hborre!

I took out the Fresnel and you're right - makes no difference.

As for the SSS, I placed a light behind her and ramped up the SSS values. This works well now - maybe even a little bit too much. 
Notice that I still have the Method set as Burley. When I switched to Walk Fixed, the SSS disappeared... Don't ask. I do not know why.



odf posted Thu, 19 September 2024 at 3:34 AM

I did that thing where I dial up a character I like from her face and body shapes package...

(Felt cute, might save as FBM later.)

I also patched up her face texture to get rid of all the super-bright blotches. YMMV

Oh, and the dress is borrowed from Antonia.

-- I'm not mad at you, just Westphalian.


hborre posted Thu, 19 September 2024 at 9:35 AM

LapinDeFer posted at 1:39 AM Thu, 19 September 2024 - #4489483

Thanks for the comments, hborre!

I took out the Fresnel and you're right - makes no difference.

As for the SSS, I placed a light behind her and ramped up the SSS values. This works well now - maybe even a little bit too much. 
Notice that I still have the Method set as Burley. When I switched to Walk Fixed, the SSS disappeared... Don't ask. I do not know why.


Your Scatter radius values are too high.  IMHO, those values should be kept between 0 and 1, and your scale should be between 0.01 and 0.015 for human figures.  The reason your SSS disappeared is that the combination of the scatter radius returns a white color value.  Keeping those values below 1 will create a scatter color.

LapinDeFer posted Thu, 19 September 2024 at 11:30 AM

Hmmmm....

I have followed your advice and reduced the values to:

R-0,8,  G 0,4 and B 0,4 with a scale of 0,015 - with the desaturated defuse map linked into the channels (like in my latest post
R--0,48, G0,18 and B 0,11 with a scale of 0,015 - without a texture linked in. 

Both results are good and more or less equivalent.

The interesting bit is that the values of R-2, G-1 and B-1 in my original texture are some I got from a previous discussion in the R'osity forum, and I've seen them used in various textures I have come across.

But for Dawn 2, I'll be following your light and go with the lower values. hborre - thank you again!



hborre posted Thu, 19 September 2024 at 12:55 PM

These reference presets for setting Subsurface Scatter values are based on the Blender Stack Exchange site and are identical to those found in the Poser Scatter node.

                                                        


I typically verify values using the CombineRGB node; even though these values are derived from linear calculations, the outcomes are consistent. It's important to remember that the value range for each color pixel is from 0 to 1, and using an RGB value above 1 will yield a white color. The following example is provided for demonstration purposes.

                                                                                                            


DeeceyArt posted Thu, 19 September 2024 at 1:11 PM Online Now!

Important to note. The "Radius" setting isn't really a COLOR.  It's a DISTANCE in millimeters. So in the case of 3.67, 1.37, and .68, that reflects how much the light scatters for the Red, Green, and Blue channels, respectively. In other words, the Red channel scatters 3.67 millimeters, the green channel scatters less at 1.37 millimeters, and the Blue channel scatters the least, at .68 millimeters. 

And if I'm not mistaken, the scatter scale in Poser is a value that would convert the values from a millimeter value to a centimeter value (hence, you multiply 1 millimeter by .1 to get 1 centimeter). I'm not 100% certain on this though.


hborre posted Thu, 19 September 2024 at 1:52 PM

This is my observation and understanding. A technical explanation of the calculations would be intriguing. Utilizing the CombineRGB node provides the nearest approximation of the value interactions.


Conduct a Superfly progressive render of the Dawn 2 base skin shader and monitor the behavior of the Subsurface scattering. The RGB Radius values are set to 1, 0, 0. During the rendering process, you will observe that the skin shader primarily exhibits green and blue scattering due to its zero-radius value, while the red scatter is minimally visible owing to its penetration distance, and the reflectance radius value fixed at one.


DeeceyArt posted Thu, 19 September 2024 at 3:44 PM Online Now!

hborre posted at 9:35 AM Thu, 19 September 2024 - #4489490
LapinDeFer posted at 1:39 AM Thu, 19 September 2024 - #4489483

Thanks for the comments, hborre!

I took out the Fresnel and you're right - makes no difference.

As for the SSS, I placed a light behind her and ramped up the SSS values. This works well now - maybe even a little bit too much. 
Notice that I still have the Method set as Burley. When I switched to Walk Fixed, the SSS disappeared... Don't ask. I do not know why.


Your Scatter radius values are too high.  IMHO, those values should be kept between 0 and 1, and your scale should be between 0.01 and 0.015 for human figures.  The reason your SSS disappeared is that the combination of the scatter radius returns a white color value.  Keeping those values below 1 will create a scatter color.
Here, putting the diffuse texture through an HSV node that is set to adjust Value to 1 doesn't really accomplish much as there is technically no change to the diffuse map at all.  What might be better is to adjust the Saturation by a little (say 95%) and change the Value to .95. This will make the inputs to the scatter scale amounts slightly lighter and less saturated than the default texture.

LapinDeFer posted Thu, 19 September 2024 at 3:48 PM

I did not expect to open such a deep technical discussion. But I find it very enlightening to see the chart and the calculations behind the render result.
I suppose I am more of a bumbler, tweaking values and evaluating the rtesult, But I do appreciate the inportance of your underlying arguments. 

I'll keep the chart for reference!

Thank you both of you, hborre and DeecayArt!


LapinDeFer posted Thu, 19 September 2024 at 4:00 PM

As for the input from the HSV node, I see your suggestion DeecayArt, and I will try that out.


Rhia474 posted Thu, 19 September 2024 at 5:58 PM Online Now!

There are maps in the original setup that are just...hanging there in the air, doing nothing. Visible when you untangle the spaghetti.


Look at this:


Why?


hborre posted Thu, 19 September 2024 at 9:09 PM

Yes, I have noticed those stray nodes.  I have seen situations where vendors include extra maps that are not used in the final product.  Shoddy workmanship?  


Rhia474 posted Thu, 19 September 2024 at 9:20 PM Online Now!

I understand that these are merchant resource textures, but I'm a bit disappointed there aren't separate Firefly and Superfly materials included with their nodes properly attached.


hborre posted Thu, 19 September 2024 at 9:52 PM

I share your disappointment.


RedPhantom posted Fri, 20 September 2024 at 3:10 PM Site Admin

I've been looking at the hair shader. What I found is there are 2 issues. The first issue is that the bun base is partly transparent and you're seeing the background through it.

Here is the original in from of a light light background and one close to the color of the hair.

In the next 2, I removed the transparency. It's much closer to the color of the hair


These are much closer, but not exact. That's because of the specular map giving it baked-in highlights. Remove the and the hair matches.

If you use Firefly, the bun looks fine. The shader isn't compatible with Superfly. With a proper Superfly shader, it looks decent. This is ghostships hair shader.



Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


Rhia474 posted Fri, 20 September 2024 at 3:20 PM Online Now!

Yup, just like with the skin shader. As released,  out of the box, the figure isn't Superfly (Poser 13) compatible.

Which is fine if it's stated on the box. Which it isn't. 


randym77 posted Fri, 20 September 2024 at 4:05 PM Online Now!

They may not be that familiar with Poser 13's Superfly. I guess it's closer to Cycles now, but still not 100% compatible?


hborre posted Fri, 20 September 2024 at 4:25 PM

The PhysicalSurface node serves as a middle ground between Firefly and Superfly. It performs adequately in Superfly when the texture nodes are arranged optimally. Nonetheless, the texture maps are not ideal, as Rhia has noted. The face texture map is not to my liking, but currently, it's the only option available. I plan to reconstruct the skin shader using Cycles and the Principled BSDF nodes to see if it yields any enhancements.


Rhia474 posted Fri, 20 September 2024 at 4:32 PM Online Now!

I tried a Cycles version. it is better, but there is something about the texture itself that I don't like. I totally get this is a base though but am concerned if this is a merchant resource--what will the derivatives form it look like?

I'm curious how yours will look like.


And I checked, the Dawn 2.0 page says she is compatible with Poser 11.2 and higher. I'm still trying to fit Dawn 1 clothes on her without them blowing up, too, but she takes dynamic clothes beautifully and poses well. I just personally think she wasn't quite ready and am a bit disappointed.


Rhia474 posted Fri, 20 September 2024 at 5:17 PM Online Now!

*whines* Subsurface radius values are messed up again, le sigh.

Let me know what you come up with pls, I'm about to give up.



hborre posted Fri, 20 September 2024 at 7:18 PM

The Superfly render features Dawn 2, with the left side utilizing Cycles and the Principled BSDF nodes, and the right side employing the base skin shader. All the scene lights have been disabled, and an HDR image is placed behind the construct.

The notable distinction between the two is the presence of the Fresnel effect on the left Dawn.


hborre posted Fri, 20 September 2024 at 7:29 PM

The Superfly render features Dawn 2, with the left side utilizing Cycles and the Principled BSDF nodes, and the right side employing the base skin shader. All the scene lights have been disabled, and an HDR image is placed behind the construct.

The notable distinction between the two is the presence of the Fresnel effect on the left Dawn.


randym77 posted Sat, 21 September 2024 at 12:22 AM Online Now!

Rhia474 posted at 5:17 PM Fri, 20 September 2024 - #4489562

*whines* Subsurface radius values are messed up again, le sigh.

Let me know what you come up with pls, I'm about to give up.


I really like the render. May not be photoreal, but it's lovely.

LapinDeFer posted Sat, 21 September 2024 at 1:47 AM

Rhia and hborre, I would love to see your material settings for the cycles setup at some point!


Rhia474 posted Sat, 21 September 2024 at 10:01 AM Online Now!

Here you go; it's ghostship2's Cycles shader for P13 published on the P13 forums here (I think it's stickied somewhere). I'm still trying to find the Subsurface Radius values that eliminate the faint blue undertones/ glow, but the subsequent updates to the software keep messing with the values, plus the Dawn2 skin gives me odd hues (so I probably need to play with the HSV values there too).

Current SSR values I use are 0.1, 0.1 and 0.1--a lot less than what I have for V4 skins.

(Redfilter node is a Separate RGB Cycles node. Bump2Normal is a Cycles Bump node.) SSS method is Random_walk_fixed.


Super curious about what hborre came up with!



hborre posted Sat, 21 September 2024 at 10:54 AM

This skin shader was assembled last night, utilizing the original maps that came with Dawn 2. Cycle nodes were exclusively used throughout to normalize the shader. The Subsurface radius values are displayed adjacent to their respective channels. The Subsurface Color derives from the chart previously posted, although it may be modified. Typically, I don't assign a color to that chip. This shader is a simplified version.

Note: The PrincipledBSDF node is a compound node tailored specifically for the Skin Shader. I utilized normal maps for the bump effects, which are connected to the Normal and Clearcoat Normal inputs. Clearcoat is incorporated into the shader. The Invert Node, a Cycles node, has replaced the Math node from the original shader. It governs the Roughness or the reflectivity of the skin texture. This adjustment is crucial because the original Specular map is excessively dark. Should you choose to use the Cycles image texture nodes, ensure the Extension is set to 'periodic'. Failing to do so, and selecting any other option in the Extension setting for the Eyewhite textures along with Cornea transparency, will result in black eyes.


hborre posted Sat, 21 September 2024 at 11:15 AM

@Rhia: The issue with Subsurface Scattering arises from the Redfilter node linked to your 'Surface'. Each RGB channel outputs a grayscale map derived from the original texture map. The intensity of the output varies with the selected RGB channel; the Red channel outputs a brighter map, while the Blue channel yields a darker one. The illustration below demonstrates this.

Connecting the Redfilter output to the Subsurface channel alters its value range from 0 to 1, according to the grayscale map. This results in excessively high values that can overwhelm your Scatter. To address this, disconnect the Redfilter node and lower the Subsurface value to an initial setting of 0.01. Then, adjust the Subsurface radius values to achieve a more varied scatter tint, as the current values may not provide the desired variability.


xxxaliens posted Sat, 21 September 2024 at 3:32 PM

Since one hasn't been posted yet, here she is rendered in Daz Studio using Iray. No changes to surfaces, using 65% transparency for the skin, and using a HDRI for lighting.


The skin is a major improvement over Dawn SE, which rendered too red and waxy for my taste. I'm not a fan of the hair, looks like something made for V4.

I'm realizing I really don't have any content for her or her previous version, but found I have clones(!) for the SE which may help.


Rhia474 posted Sat, 21 September 2024 at 7:01 PM Online Now!

Thank you sir, that is much better.




hborre posted Sat, 21 September 2024 at 7:40 PM

You're welcome.  That looks much better.


hborre posted Sat, 21 September 2024 at 8:40 PM

I modified Dawn's skin to make it darker and reduce the contrast in the original skin texture. I used the Gwenith hair from V4 and applied Ghostship's hair system. However, I need to adjust the shader to make the hair highlights less bright.

                                 


ghostship2 posted Sat, 21 September 2024 at 10:29 PM

I'm working on Eye and nail shaders/textures


W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Rhia474 posted Sat, 21 September 2024 at 10:34 PM Online Now!

Yayy! *poings*


odf posted Sun, 22 September 2024 at 2:04 AM

Don't mind me while I experiment with outfits for the new girl, mostly raided from LF2's closet.

Now back to your regularly scheduled shader-talk...

-- I'm not mad at you, just Westphalian.


ghostship2 posted Sun, 22 September 2024 at 9:42 PM

odf posted at 2:04 AM Sun, 22 September 2024 - #4489602

Don't mind me while I experiment with outfits for the new girl, mostly raided from LF2's closet.

Now back to your regularly scheduled shader-talk...

Those look good. I haven't gotten to the point of even posing her yet. lol

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


ghostship2 posted Sun, 22 September 2024 at 9:44 PM

eyes and nails done. I don't remember the process of how to post up a free item here. I'll have to look.


W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


hborre posted Sun, 22 September 2024 at 10:18 PM

Very nice.  I like the nails.  The eyes look fantastic.


Y-Phil posted Mon, 23 September 2024 at 6:56 AM

Gorgeous eyes... wow

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Afrodite-Ohki posted Mon, 23 September 2024 at 2:14 PM Online Now!

ghostship2 posted at 9:44 PM Sun, 22 September 2024 - #4489620

 I don't remember the process of how to post up a free item here. I'll have to look.


Simple enough - there's a button in the Freestuff menu ;) 


- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


ghostship2 posted Mon, 23 September 2024 at 6:44 PM

OK freebe uploaded. Now we'll see if I get nit-picked

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


hborre posted Mon, 23 September 2024 at 10:58 PM

Thank you.  


hborre posted Mon, 23 September 2024 at 11:33 PM

I got a quick opportunity to look at the shaders and liked what I saw.  Great job.  

Could you explain why you have 2 HSV nodes in a single chain for the Iris and pupil?


ghostship2 posted Mon, 23 September 2024 at 11:44 PM

hborre posted at 11:33 PM Mon, 23 September 2024 - #4489668

I got a quick opportunity to look at the shaders and liked what I saw.  Great job.  

Could you explain why you have 2 HSV nodes in a single chain for the Iris and pupil?

That is to give more options for iris color without having to create a new map in Photoshop. One HSV is before the color chip and one is after. They work differently depending on where you place them in the chain.


W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


ghostship2 posted Mon, 23 September 2024 at 11:49 PM

looks like my eyes are the first freebe out for Dawn 2.


W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


hborre posted Tue, 24 September 2024 at 9:21 AM

ghostship2 posted at 11:44 PM Mon, 23 September 2024 - #4489669

hborre posted at 11:33 PM Mon, 23 September 2024 - #4489668

I got a quick opportunity to look at the shaders and liked what I saw.  Great job.  

Could you explain why you have 2 HSV nodes in a single chain for the Iris and pupil?

That is to give more options for iris color without having to create a new map in Photoshop. One HSV is before the color chip and one is after. They work differently depending on where you place them in the chain.


That is what I thought.  It does give interesting results and variability.  Thanks again.

Rhia474 posted Tue, 24 September 2024 at 9:23 AM Online Now!

Sounds fun. Thank you for posting those up, I will play with them after work tonight.


hborre posted Tue, 24 September 2024 at 12:13 PM

@ Ghostship: For the nail shader. are we working with an actual object mesh?  If that is the case, using the translucentBsdf node is not practical since it was designed for flat plane use.  I notice that renders appear too bright.  I switched out the nodes for a PrincipledBsdf node and modified the settings.  Results below.  HDRI lighting only.

                           


Material Room below:

                                                



ghostship2 posted Tue, 24 September 2024 at 3:42 PM

@hborre idk. It works just fine on my system. I will are a look at it when I get home from work.

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Rhia474 posted Tue, 24 September 2024 at 5:52 PM Online Now!

That double HSV thing is genius, gives infinite variations of spectacular hues and invites to experiment. Thank you so very much!

Grey eye mats:

Same grey eye mats with hue changed on both HSV, just randomly until I saw something I liked:



Wow. Thank you again.


ghostship2 posted Tue, 24 September 2024 at 9:01 PM

@Rhia474 Welcome! Are you using the Eye PBR morph?

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Rhia474 posted Tue, 24 September 2024 at 9:44 PM Online Now!

I may have forgotten to activate it, darnit. Lol. I will check. 


ghostship2 posted Tue, 24 September 2024 at 10:07 PM

as far as the nails shader: How about this: Still uses my bump map. Make sure you change the scatter group on the PBSDF or you'll get that green boarder between the nails and the skin.


W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


hborre posted Tue, 24 September 2024 at 10:10 PM

This portrait render exhibits a reddish-brown iris color with one change in the Material Room.  The V4 Ali hair was resized using the V4 Prefitter and Dawn's ears moved to fit the hair piece.  Ghostship's hair shader replaced the original hair texture.

                                          


ghostship2 posted Tue, 24 September 2024 at 10:51 PM

I think the pre-fitter put some kinks in that hair. Couldn't you just re-size manually with dials?

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


odf posted Wed, 25 September 2024 at 6:41 AM

I'm calling this one "ghostship2's awesome free eye materials for Dawn2 are up here."


-- I'm not mad at you, just Westphalian.


hborre posted Wed, 25 September 2024 at 9:18 AM

ghostship2 posted at 10:51 PM Tue, 24 September 2024 - #4489713

I think the pre-fitter put some kinks in that hair. Couldn't you just re-size manually with dials?

The pre-fitter is only used to transfer the Dawn morph.  The kink doesn't show up in another angle.  I will check the original hairpiece for any anomalies.  Thanks.

Rhia474 posted Wed, 25 September 2024 at 5:12 PM Online Now!

ghostship2 posted at 9:01 PM Tue, 24 September 2024 - #4489709

@Rhia474 Welcome! Are you using the Eye PBR morph?

Hm, it actually looks *worse* with that activated. Like as if the iris was cut into the eyewhite. I am just using your eye materials, didn't change anything else in the eye except activating the Eye PBR morph?




ghostship2 posted Wed, 25 September 2024 at 9:03 PM

these are all looking great!

W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740


Anim8dtoon posted Sun, 13 October 2024 at 1:30 PM Forum Moderator

Are there any ethnic morphs/texture sets in the works for Dawn 2? Our girl needs variety! I also thought Cath (Mec4D) was going to release the Ava character and others for her? I would also like to see expression packs for her.


DeeceyArt posted Mon, 14 October 2024 at 6:01 AM Online Now!

Cath's stuff is coming this month I believe. 


Anim8dtoon posted Mon, 14 October 2024 at 9:39 AM Forum Moderator

DeeceyArt posted at 6:01 AM Mon, 14 October 2024 - #4490319

Cath's stuff is coming this month I believe. 

Deecey, thank you for the update. I can't wait for Cath's stuff to be released. WOOT WOOT!