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Well, the render took about nine hours, and for the most part I am happy with it. "LY Lennox Elf". I uploaded the raw PNG file from Daz Studio to Deviant art (link in my sig), and I uploaded the raw jpg file to my gallery here at daz in the "MiscCoolStuff" folder (link also in sig).
I guess it is time to make some coffee, and try to wake up now, lol. Much more to test.
A long, long, time ago, in another thread, :blank: lol
I had done a few renders of the Olympia figures, and the Evaleene Outfit. That was way back in XP 32bit, with not even two gigs of ram to work with. Not to mention my complete lack of knowing what UE2 was.
I figured, it was time to try to completely redo the renders, lights, set mats, and all. After all, I now have 32GB of RAM to work with, and twice as many cores to crunch the textures.
Left if Nidale, showing what the dress dose with an extreme pose, and no adjustments at all to the dress. Kori on the right, is after minor adjustments to some of the bones in the dress. One image is with the old textures and lights, and the other with a major overhaul to that stuff.
http://www.daz3d.com/evaleene-outfit-for-genesis-2-female-s
http://www.daz3d.com/nidale
http://www.daz3d.com/kori
Well, I'm going to play some more, enjoy y'all.(09feb2014 19:22utc added a wip update of sorts.)
A ton of stuff to ketch up on I guess.
Lights and grainy shadows. I'm at the point after my past few trials, that it must be something with the surface settings of that locker room. I have simply been unable to reproduce that grainy shadow with the same exact lights in another set, even at far lower quality settings.
DIM backlog, yes I still have stuff I've yet to install that I purchased over a week ago. There has been so much going on, not to say clearing out the "Stuff No One Wants", lol. I did pick up a few more 'Prehistoric' critters, for that scene, so I have more to work with, still Nothing like a 'Rex' that I could locate, so that will be pending a tad longer. "O" and today, a few more cool items appeared in that 'Backlog', lol.
Combining morph. I've been fussing with what different figures look like on different base figures, and came across an odd 'Armpit chasm' side effect. I had dialed out V6 on FWSA Jaina (FWSA Siblings), as I was about to try her with Olympia6, and I noticed some odd shadows on the arms. The pose I was originally going to go with, was a shrug the shoulders "I don't Know" pose, with EJ Bibi holding some 'Human contraption' (I hadn't decided what It would be yet), lol. That pose produced the Chasm in one of the screen-caps, that I noticed as soon as I spun around to see what was going on there on the arms.
I started again in a new scene, reproduced the shaping steps, and then tried the same settings from a G2F beginning instead of starting with Jaina. The odd shadow is still there, just not as bad (No Chasm) with the second try, So I have no idea what caused it. And I never got to trying Jaina with Olympia6, yet.
Well, I need to clear out some more "Stuff No One Wants", chat later on y'all. :coolsmile:
(EDIT, just ignore that "Started woth", a typo I just don't feel like fixing, :coolhmm: )
Oh! :ohh: Is that an update to fix the omUberSurface texture crashing on Studio 4.7 with that dress?
Hmmm.
And the update for Zev0's Growing up morph pack is also here.
http://www.daz3d.com/forums/viewreply/760501/
Time to do some testing.
Yes
So many distractions, lol. Got to try that, want to test this, and all that other stuff fermenting in the back of my mind. And now I want to see something, that I may have to do up with an opacity map on the G-suit2. And I think I want that on this version of Olympia.
So yet another thing to try. ;-)
Here is Olympia6, no alterations at all to her. The outfit is a WIP, that I can't decide if I want to go more Roman or Egyptian with :coolhmm:
DGSE3 First glance. :-)
http://www.daz3d.com/ej-bibi
http://www.daz3d.com/desideria-hair
http://www.daz3d.com/time-for-school-for-genesis-2-female-s
http://www.daz3d.com/aloisia
and
http://www.daz3d.com/dg-shader-essentials-3
It looks like the shader is set up like the IDG silk shader pack, at first glance. Separate color and bump settings. While incredibly versatile, I still have doubts that I got the correct bump applied to that silk suit. And I had no bump maps at all in that “Inflatable Home”, an epic fail on my part.
Unlike the IDG set, the DG Shader Essentials 3, dose apply bump maps to at least some of the color options.
Other notes, as I start tinkering.
The “Solids and Wovens” shader has a 'Face-Plant time' (render START delay, pre-process delay) of under a three-seconds. Incredibly good compared to some other shaders I've had to deal with in the past. Compare that to EJ Bibi with a 59 second 'Face-Plant time', or FW Eve's Blink-and-miss-it “alternate shader”, lol.
The going trend of late, is for stuff to look nothing like they do in the final render. I can understand some mix ups with large scenes and figures looking the opposite to there rendered look, There is some aspects of the shaders that make them darker in the view-field from how they will eventually look.
While the Aloisia outfit looks roughly the same, EJ Bibi is a tad redder (sub surface effect), and the DGSE3 “Solids and Wovens” is considerably darker in the view-field then in a render. Because The “Time For School” skirt loaded with a dark mat to begin with, I didn't think the shader had loaded at all, till I sat up in my chair and took a closer look at the screen, lol. That’s what I get for 'Lounging around' my office.
At least I was not completely reclined in my chair with my feet up on top of the monitor, lol. :coolhmm:
(EDIT 20FEB2015)
With the utmost hesitation of posting this. It appears that for poly's that are viewed from the back, the surface will appear much darker (if not black) in the view-field. This is obvious when you make a sphere or cube primitive, and expand it out to make a sky-dome of sorts. From the inside of the primitive, it's black, from the outside, it looks fine in the view-field. That appears to be the case with the skirt in this post. Yes this just about brings me to tears, as I don't know how to fix that on the skirt UV/Poly-mesh, without starting from scratch. I only hope it's a single 'var' in the DUF file, tho I don't know. It dose not effect anything else with the outfit, other then how it appears in the view-field. And I have not found any other issues at all with the outfit. It fits, and renders perfectly.
“O” it looks like “shirt07” threw “shirt17” would go very nicely with Dogz's Time For School outfit. Speaking of that, YES the skirt dose have zones, all shaded differently in this spot-render. At least the “Advanced Rigging” one dose, I haven’t looked at both (shader and outfit) much at all yet.
(EDIT)
And it looks like most of the "Plaids" would look good on that outfit as well.
(Edit2)
Now that makes for some wild ideas, lol. Tie patrons on a skirt :coolsmile:
On an almost complete sidetrack note. It's funny how this computer is fine panning around with over four figures in a scene, mats and all. Yet when I toss a few single-segment primitive cubes in an empty world, the computer starts studdering when I pan around, lol.
:coolhmm:
Like with the attached example. Surly a figure has more polygons then this mess of cubes.
Ever have one of those days, you just sit and stare at the blue View-field with no muse at all. Then something hit's you, and you just can't seam to make the stuff work.
Olympia 6 with the Winston dress in a scene. Sounds simple enough, and it should work right...
http://www.daz3d.com/olympia-starter-bundle (it dose in the promo)
:P
Well, the shoulder straps are in Olympia in a render, and not so in the view-field. Simple fix if the dress had any adjustment morphs, it doesn't. Plan 2, scale up the dress a tad, and put a bra under it to fill the gap.
:-/
Now this looks cool as all hell, I just need to get the Elven Fantasykini wing-things into the dress on the sides. I thought there was movement things for those, I must have been thinking of one of the other outfits by them. No problem, there just little bits of polygons, a D-Form should easily tuck under that Winston dress...
:blank:
Well, I can get the D-Form to grab the Winston dress, tho it is them Fantasykini wing-things I need moved.
And, :coolmad: the D-Form wont D-locate the D-things. lol
My give-a-meter has exceeded it's lowest limits with that Winston dress, It was the shader I wanted to show off any way, so the wings will just stay there for all I care. There was more then enough adjustments on that Fantasykini top to tuck the rest under the Winston dress, so it stays.
Some random thoughts this morning, it has been a long day of measuring snow, and keeping the deck clear threw the night.
Between the hours, I took the plunge at another site to try out some Figures by P3D (Sandra), SASE (Kahina), and Silver (Sapphira). I only managed to get one downloaded and installed, and I must say, I am very impressed with Sandra's mats. She actually has that tan-like appearance like in the promos for her, and the mats don't have significant face-plant time that I can tell. I'm sure I've seen someone like her before and can't quite recall whom or where or when it was, Bravo P3D.
The other two I decided to hold off, as the descriptions don't say anything about DUF files (PZ2, MC6 only?), or they are rather vague about other details important for Studio. I'm actually hesitant and expecting to be disappointed by them. So I decided to go for two that have been in my wish-list for to long, Laurie HD, and Stella HD by Raiya. So that makes five more, three I know will be at least OK in Studio.
And after some rest, and the post above, DG Shader Essentials 3.
P3D Sandra, (Closeup, and center) Filosofy Hair, Jungle Girl for G2F, G suit 2 HD, Time For School Skirt, Casual Streetwear for G2F (shoes). Done up with the DGSE3
FW Eve (Right), Same outfit, except the Lady Florence Hair, and the added kiriko Outfit stockings. I made that lace by simply dropping the bump map into the opacity slot, super simple. Having zone bands on a skirt is SO-oo-oo nice to work with, thanks Dogz (Time For School) and Fisty (Ghawazee).
Olympia 6 (Left), “body” shape dialed back to 50%, everything else stock. I guess the Winston dress has truly gone 'Plaid', lol. If Olympia's shader didn't have a “Face-plant” time over three minutes, I would have tried a tad more to get the Winston dress out of her shoulders. As it was, I wasted about eight hours waiting on spot-renders to see if what I did try had done the trick or not, time to give up and move on. About the only two things that didn't fight me at all, was the DGSE3 shaders, and the Kibri Dress bracelets. “O” the Thalia hair didn't need any attention at all for the pose, I simply loaded the color and moved on.
I want to put that dress behind me, and play some more, so Enjoy y'all. (Edit) So this is what it looked like in Studio BTW.
(EDIT2)
The right side of that cube is a tad dimmer, because FW Eve is casting a shadow in this render. I just didn't feel like moving the light to a better location for this test render. The render without Eve in the way has been posted here,
http://www.daz3d.com/forums/viewreply/766073/
My RRRR entry in the works, and texture-ing up stuff.
I had initially gone threw an image search looking for an outfit combo for Abby and Conner that matched stuff I had in my Daz Studio collection. I figured a tank-top was reasonable, and it looked simple enough. I just needed to map out a print to go on it in Gimp, and learn how to do that in gimp in the process. Unfortunately, the image that I had found beginning of the month with that particular outfit on Abby, was rather lacking (300x250 pixels), and I could not make out what was on the shirt-print in the image. Add to that, the one shirt that I found that fit FW Kenzi (as Abby), didn't have a plane map that looked anything like the one in the show. So I had to use a shader, and tile it.
This morning, I decided after fixing the grainy lights, to look again, and walla. So now I need to get a map for the shirt, load it up in Gimp. Grab the texture from the shader I used, and tile that in a second layer in Gimp. And then, some how, grab that print, and overlay that. Ugh, that's a lot of work, considering, I'll also have to do that to the Shader spec and bump maps, and I still don't know how to use Gimp all that well.
So I guess I have my work set out for me this morning. :coolsmirk:
(EDIT, "O", and FW Kenzi is not exactly stock either.)
And here we go. I found it easier to copy-n-paste the texture in MS Paint to get it tiled for the overlay process. I did that to both the bump and diffuse maps, and only bothered with the diffuse map in gimp, to simplify my life a tad.
I did a quick search for images, and the three I found that were close to the original, were on broken servers, so I decided to use one I already had. It's originally credited to a "Diner Scans" (D.S.), yet I have never found any other info on it. And I did end up altering the original way back in 2000, just to make it more appropriate for public viewing on my monitor, lol.
So here is the screen-cap of the layer mess in Gimp, and the final-draft Progressive render. Good enough, time to have some fun elsewhere in the scene.
Today's distraction from life was rather bland. I decided the opacity map on a plane was not cutting it for a pendent, so I set out with some Daz studio primitives to make one.
First and foremost, this is nothing other then 'Fanism' of the Sigma Xi society. The society that makes a magazine (American Scientist) I've read for as long as I can remember. So with that said, and no endorsements by them implied at all. This is the little fun I had.
LisaW, using Wachiwi's mats. The shirt us using a DGSE3 shader, with my "EMC2" wall dropped into the Velvet, and specular channels. Other adjustments were made to the color settings as well.
Olympia6, is dialed in at 50% (head and body), and using FW Courtney HD mats. The outfit is a kit-bash of Darkest Eve, Ginger Snap Outfit, Ghawazee Coat, AmazingSkins garments, and a few other things. Also far from complete as well.
And a screen-cap of the Polygon-hell pendent, lol.
A few funny rants as I work on my first cup of coffee, lol.
Why all the 'Evil grins' in my renders. Well it was not intentional, it's just how most of the expressions turn out when there rendered. They were rather friendly looking before the render, and I have no idea why the mouth shape differs so much between the view-field, and in the renders.
As for the SouthAmerican I keep fussing with, I decided to attempt another go at converting the V4 Natasha mats to G2F. I had tried a few tutorials way back, and all of them ended with error messages, or major black gaps on the figure. So I am not exactly expecting DragonStorms method to work either, despite others claims that it works 'Flawlessly', lol. I have many questions, I'll post over in that thread in time, as for the V4 mats it's self.
:-/
Looking at photos of a "Christina", it appears that a nuance is missing. I even remember something like it from a Bruce Lee movie, the imposture with the wrong nipple color. I just went threw my entire collection of G2F figures last night, and could not locate a single mat with brown nipples, just red ones.
I at least thought I could get away with using an Asian mat in a pinch, yet none of them have brown nipples as well :ohh:
Well, I did make a short list, tho none of them are good out of the box as is mats. Tigerlily (NG), Keshi (tad dark), Pebble (NG), Serena (Tad dark). "NG" is, No "Critical Equipment" downstairs. Thus, I figured I'd give that V4 conversion one last try, and that is where I am this morning. I haven't looked to see if Natasha has "Critical Equipment", the other V4-to-G2F issues kind of made it pointless.
So, Natasha. :coolsmirk:
What did you do to your eyebrows, that looks like it was rather painful. Whether it was over-plucking, or singed off in a lab experiment gone bad.
:shut: lol.
(Edit, yep that whent over well. Not using the DragonStorm script, just another tutorial.)
atleast I have a Daz Studio DUF file (not a Poser mat file), to pass threw the script. IF I can figure out how, or where it is...
She arrived safe and sound, and I never posted the pics of the packing, sorry y'all.
The bubble-wrap was placed under the arms, and a separate sheet just laying over the arms. Nothing was wrapped around the hands at all. That and luck is why I think she arrived in one piece. The figure looks so incredibly delicate, akin to white-metal model ships.
After the first shot, i figured I'd kill the flash, to keep glare at a minimum. Perhaps Wednesday I'll take some better shots of Victoria, under better lighting.
I know the tiling looking huge in the preview window is just what happens when using the ubersurface shader, which I use as a base for my presets. I've haven't really noticed it looking darker in the preview than the render though, but I also have not been paying attention to polygon alignment. I'll watch out for it.
Congrats on getting a Vicky! She looks awesome.
My apologies in part, as that was a 'First look' list of random thoughts. Other then the bump-map folder, none of the presets I tried so far didn't have a full set of maps included. The separate bump-map folder did send me on a tangent there, lol.
As for the shader looking quite different, I was trying to not sound racist in my observation, lol. That number of tiles thing, I had noticed quite some time ago, and assumed it was a limitation of my GPU with how OpenGL surfaces was tiled in the view-field.
It's not just the Skirt that appears dark (Different reason from the figures). A few figures I have with pale-tone skin shaders, appear rather dark in the view-field, Like FW Janna.
It has been a long day, so I'll look at this more after some rest.
as I sift threw things this morning, there is a note I will make.
FWDesign, or ForbiddenWhispers??? in any case, "Shaded Haven Gazebo Cafe".
http://www.daz3d.com/shaded-haven-gazebo-cafe
Just looking at the structure holding up the Canopy. It's like a vertical truss, without the truss. Contrary to what many may think, a truly ridged structure is not always what you want, and this is a good example. The overall concept is quite similar to many houses in the pacific designed to withstand tsunami winds. Incredibly heavy roof on top of flexible uprights. Now I did not pass this particular design threw CAD, and I won't give it a 'Good for construction' endorsement as is. The concept is good, and for a CG set, it is fantastic.
I like it :coolsmile: It reminds me of a few structures I came up with years ago fooling around in CAD.
(EDIT)
Here is an example. The columns are ten feet across arranged just like the ones in that Gazebo, with a staircase inside them. Modeled in the render is the staircase without the columns.
http://www.daz3d.com/forums/viewreply/682743/
http://www.daz3d.com/forums/viewreply/682790/
Here is a screen-cap with the columns around the staircase. I never went further porting the thing to Studio, as I had some difficulties with the uber-panels. Four light fixtures on each landing, and even at 1% intensity, the four uber-panels would washout anything below them. So here as a quick set done without Uber Area lights in the stairwell. On the staircase is FW Yasmin, for scale purposes.
"Fisty" and "Darc Clan" also known as "Fisty & Darc" - Lune Designs
"ForbiddenWhispers" and ?? - FWDesign
Personal name vs company name.
And
FWArt = Fred Winkler Art, not affiliated with FWDesign.
Sorry Fisty, I was not intentionally ignoring you. I just didn't have much to add to the name confusion, lol. I was just kind of beside myself over both of them in the credits for that Shaded Haven Gazebo Cafe. I'm thinking something like, isn't that the same thing, lol.
So as I putz around with that ZDG Cloth, I've decided it is pointy-ear day. For many, no explanation is needed.
http://www.daz3d.com/forums/discussion/53216/
So here I have FW Pebble, with the Ghawazee skirt, and the Jungle Girl top. I was messing around with combining different maps from the last two pages of my other thread. Mainly the "Pmid" maps and the "Tangl" ones.
Tangle, http://www.daz3d.com/forums/viewreply/742501/
Pmid1, http://www.daz3d.com/forums/viewreply/771598/
Pmid2, 3, and 4, http://www.daz3d.com/forums/viewreply/771652/
I'm still not sure about the Specular settings, tho I may try it on Uber with velvet instead. This is with the Daz Default shader.
wow, that jpg was terrible...
Because I like Zayla, and intend to use her more often, an alternate shader has become a minor priority. Especially considering the discovery of her Leopard skin effect, not just the painful shader face-plant time. I am sharing this, knowing full well, that the values shown are not that of Phoebe nor Zayla's original mat values. These have been adjusted for the Daz Default Shader for Zayla.
Items needed, Daz Studio, Zayla, Morph pack and Gisal 6 (for Zayla), FW Phoebe, and Victoria 6 (for Phoebe).
http://www.daz3d.com/zayla-for-giselle-6
http://www.daz3d.com/giselle-6
http://www.daz3d.com/genesis-2-female-body-morphs
http://www.daz3d.com/fw-phoebe-hd
http://www.daz3d.com/victoria-6
1, Load Zayla into the scene.
2, go to FW Phoebes Content Library folder.
3, holding the "Ctrl" key, load Phoebe's "Alt Shader" onto Zayla (Set "Images" to "Ignore" to keep Zaylas maps on her).
4, select Zayla in the surface tab, and change the UV set from "Victoria 5", to "Base Female"
5, select the Skin surface, and plug in the Diffuse, Specular, and Ambient colors shown.
- Diffuse, 186 red, 176 green, 160 blue
- Specular, 186 red, 186 green, 190 blue
- Ambient, 125 red, 125 green, 125 blue
6, Apply the same colors to the fingernail surface.
7, Apply the same colors to the lips.
8, go to Zayla's folder, and save the "Material Preset" for her, call it something like "AltZayla001.duf".
It is probably not an exact bit for bit match, tho it is really close. And there is nothing keeping you form fine tuning the values as you see fit for your lights of choice. (Yep, needs a pinch more green to match the original shader, numbers above and screen-caps updated)
"O", and this reduces the Face-plant time from over three minutes, to about fourteen seconds with 3delight. :-) Possibly less without that hair and flower.
I just discovered from random curiosity, a simple way to make it easy to get the TFS skirt all textured up.
Just select the skirt, and in the parameters tab, set the "X scale" to -100% (yes, that is Negative one-hundred). Yes it gets a tad distorted, tho it gets the geometry facing the correct way in the view-field, so you can see what your doing to the surface. Then when your done, just set it back to the "Reset" value of 100%.
DG, it was never your shader. Dogz, pleas don't loose sleep over this.
Problem solved as far as I'm concerned, I can see what I'm doing. :coolsmile:
Click on the geometry editor tool (looks like 4 polygons in a square), go to the tool tab (open it if it's not already) select all the polys in the skirt. Easiest way to do it is to open up the face group list in the tool tab and click the plus sign to the right side of all the things listed there, probably the abdomens, hips or pelvis, and thighs. You'll see the skirt get a layer of very fine yellow over it.
Go to the right click menu, or the pull down menu in the corner of the tool tab -> Geometry Editing -> Flip Normal of Selected Polygon(s)
Thanks Fisty. I'm guessing that changes a single digit somewhere in the obj or duf file, when it is saved.
I can see what I'm doing, :) lol.
OK screen-caps, because I've never looked at that tab before. AKA, breadcrumb-trail for self.
(EDIT)
There is a few sky-domes (boxes), I'm going to have to do this to.
That is a cool tool. I remember a few talking about using it to make parts of outfits go away, like turning the Evaleene dress into just a skirt. I took a short cut, and 'Duplicated' the sleeves, and I think that is part of the glitch I'm having. When I select one, it takes the visibility of the other I was just on, lol.
As for the outfit, Hell yes. I'm not completely sold on the shader of choice for the leg-sleeves, still cool. And the moccasins just fell in place.
"O" that glowing velvet is kind of visible on the legs here, so absolutely not on that other skirt without flipping the geometry.
Here's a tidbit as I work on an idea. (hear, here, too, to, witch, which, grrr)
In any case, I'm not sure if David5 far left is supposed to have such large hands or not. I noticed that after adopting the pose from G2F, and this is with them scaled down 95%, they still looks to big. Also that is the silk, that I just don't find convincing on that outfit, and I'm sure it must be the wrong bump map or something like that.
EJ Bibi (center front). Even with matching color schemes, that skirt and the Aloisia top, just clash the wrong way. The skirt needs to be lace (DGSE3 didn't have any default lace presets), or the top needs to be drastically different (less revealing). Dice roll time.
The three to the right of EJ Bibi, are just about perfect as is, aside form putting some variation in the poses.
And the biggest issue with the idea I had. I was thinking of filling the "Elven Temple" with Elves signaling farewell, only to just about be out of ram with the scene at this point. So a quick look to remove stuff not used is in order, and possibly a complete restart of the workstation is in order.
I keep a D20 on my desk. =)
Skin tone.
There has been some debate lately on what some figures looked like in the promos, and thus I decided, to be fair, and do up ALL the Daz Originals that I have. And no, I do not have all of them, and I am not going to bother with any before Generation 6. The purpose of this, is for clarification for myself mostly, and for others that want to see a Gen6 lineup of sorts.
Now, there is a simple trick, to get this to match the lights you are using. Throw the Color cube in the scene where you are thinking of putting the figure, and do a test render. Then take the attached images, and run them threw a color balance (in Gimp of PS), till the scales match the cube in your test render.
http://www.daz3d.com/forums/viewreply/697733/
The mats on the figures, are whatever they start with from the "Smart Tab". The room lighting is from the last update to the ZDG test chamber with no alterations at all.
http://www.daz3d.com/forums/discussion/47738/
I will add the rest to this post as they roll out of 3Delight. These are done at "Progressive Render", "Pixel Samples" of 16x 16y, and 64 Shadow samples. No GC of any kind, and No Post processing. I will try to grab the jpg straight from the 3delight cache folder. It will take a bit to get them all done, as the render time is over an hour each.
(EDIT 05mar2015 10:33utc)
As for the third added render. Some of the stuff was loaded and used as is, other stuff I changed the default shaders on to show some of the possibilities of the outfits. The figures are still all stock out of the 'Smart tab' and only posed with the arms down and slid over to there location. I did not apply any facial expressions at all.
"O", This is the first time I've seen Stephanie6, Monique6, Gia6, and Darius6 in the any render done myself. I am pleasantly surprised by there appearance and tone. And to be fair, all of these scenes thus far had a total face-plant time ranging from nine and a half minutes to over fifteen minutes.
OK. here is an alternate version of the third one. I shortened the Ghawazee skirt a tad on Stephanie6, and replaced the Swamp Witch skirt, with a shorter variation of the Ghawazee skirt on Monique6. This was to get the shadows off of the color-cubes.