@Leonides02 : you are right, the tile should be different from each surface. I was aware of that. The thing I can try to do is to see if there is a way to have a multiplier for the tiles (so that you take the initial tile and multiply all the surfaces by the same value, this way you keep the proportional tiles, but you don't have access to the exact value. Maybe with a check box (allowing either to be absolute, or relative).
This is a good idea!
In that case the defaults would be...
Head / Lips / Ears @ 0.36
Neck @ 0.5
Arms @ 0.54
Legs @ 0.93
(I think?)
@Leonides02 I don't see a Neck surface on Victoria 8.1. On V8.1, Neck seems to be part of the Head surface. Are you using a character with a different UV?
I see these proportions:
Body 70 = 100% Head 30/70 = 43%
Ears, Face. Lips 25/70 = 36%
Arms 38/70 = 54%
Legs 65/70 = 93%
Actually, I don't plan to impose a given percentage, I plan to respect the percentage between the various surfaces chosen by the author of the texture set (or by you if you changed them). It is I think important to do so, because if, for a given figure, you have different detail maps on the face and on the torso, or a fantasy figure with a huge head, leading to different ratios (this can happen, so far this is always the same map, but maybe one day the maps will be different for faces, we can never know), then any ratio imposed by the script (like 1 presently) would not be good.
This will finally be safer to keep the choice that the author of each figure makes for its own texture set (or that you make because you prefer that). This is why in the update, the detail horizontal tile will multiply "each and all" detail horizontal tiles by the "H Tile Multiplier" value, (and this will be the same for vertical with the "V Tile Multiplier" value). I don't know what the exact name of the dial will be, but they will respect the variations of tiles by multiplying them all by one value for horizontal, and another value for vertical. An information about the "initial" tile (the initial detail H & V tiles of the torso for instance) will be readable in the title of the box containing these tile dial controls. But this way, it will whatever happens respect the PA (or your own) choices for the tiles ratios between various surfaces, and you can scale them up and down while keeping the original ratios.
Actually, I don't plan to impose a given percentage, I plan to respect the percentage between the various surfaces chosen by the author of the texture set (or by you if you changed them). It is I think important to do so, because if, for a given figure, you have different detail maps on the face and on the torso, or a fantasy figure with a huge head, leading to different ratios (this can happen, so far this is always the same map, but maybe one day the maps will be different for faces, we can never know), then any ratio imposed by the script (like 1 presently) would not be good.
This will finally be safer to keep the choice that the author of each figure makes for its own texture set (or that you make because you prefer that). This is why in the update, the detail horizontal tile will multiply "each and all" detail horizontal tiles by the "H Tile Multiplier" value, (and this will be the same for vertical with the "V Tile Multiplier" value). I don't know what the exact name of the dial will be, but they will respect the variations of tiles by multiplying them all by one value for horizontal, and another value for vertical. An information about the "initial" tile (the initial detail H & V tiles of the torso for instance) will be readable in the title of the box containing these tile dial controls. But this way, it will whatever happens respect the PA (or your own) choices for the tiles ratios between various surfaces, and you can scale them up and down while keeping the original ratios.
That's how the update is planned.
That sounds like a much better plan than fixed percentages. Thanks for thinking it through.
Bought a copy yesterday to try modifying a character who's skin I've never liked and the script just told me the character isn't using PBRSkin. Is PBRSkin a separate product or part of DAZ's G8.1 upgrade?
PBRSkin is a part of the G8.1 upgrade. If you THINK you are using PBRSkin, and you want to check what surface has an issue, you can use the script provided on the main page of this thread (first post, you have two script, you can drag and drop them on your figure). One will tell you what surfaces are not PBRSkin, the other will apply PBRSkin to eyesocket and nails if necessary Is your character a Genesis 8.1 character? If yes it should use PBRSkin and the problem is probably the Eyesocket; If not, it probably uses another shader, and here, well you can always apply the PBRSkin shader provided in Daz Default Resources to all your SKIN+LIPS+NAILS surfaces and apply the manager to completely configure the skin like one user did a few posts before.
The good news is that I have already finished the update for the eyesocket issue (when the figure skin is PBR except on the eyesocket), in case it is your issue.
What is the figure you are using? Genesis 8 or 8.1? Because whereas 8.1 come by default with PBRSkin, 8 come by default with Iray Uber (and for that there is another, older, manager).
Oh yeah sorry, all figures after and including Victoria 8.1!! A always forget this. This is one of the the reasons why I had to update Ultimate Iray Skin Manager (the older one for Iray Uber) to be compatible with 8.1.
Aren't there also some PA characters that claim to be for G8.1, but don't use the PBRSkin shader? I haven't purchased any G8.1F characters other than Victoria 8.1, so I don't know. People in the forum have complained about characters being released as "8.1" that don't use the PBRSkin shader.
Normally all G 8.1 figures (except the 2 base female and base male) are supposed to use PBRSkin. I guess that if it's not the case they are supposed to mention it on the store page. When I updated the Iray Uber Utimate Skin Manager (the old) for 8.1 I had no other figures than the two base male and female being Iray Uber for 8.1.
I just read the thread you mention, as a I told you it is a new generation and a new shader so sometimes people can still use on 8.1 the old UV set and the new shader (then this is handled by PBRSkin manager) and some people can use the new UV set but the old shader (then this is handled by the old Iray Skin Manager). I think things will finally normalize probably with people using PBRSkin for 8.1 as it is the case for all Daz Originals, and either Iray Uber or PBRSkin for 8.0 versions of the 8.1 figure. It's normal when so many modifications come in the same time, but that these modifications allow multiple UVs.
edit : I don't own Albany, it would be great if someone told us if she is Iray Uber or not (considering the Generation she should be, be one never knows).
The skin I want to modify is from a G8 figure called Albany.
If I understand correctly, I would have to first replace Albany's Iray Uber mats with G8.1's PBRSkin and then I could tweak the PBRSkin with your script.
You can try to do that. Actually this Albany figure would have required "Ultimate Iray Skin Manager", the version of the manager for "Iray Uber" released a few years ago (because on that time, since PBRSkin did not exist, the shader was very probably Iray Uber). But yes, you could also do it using the PBRSkin manager, but remember that the texture set was basically not made for this shader (so no way to warranty good results). And depending on how the figure was made, you can 'loose' some maps when you apply Daz PBRSkin shader.
What you have to now is that if your figure preceed (look at the SKU) Victoria 8.1, there is a huge probability that they don't use PBRSkin (and therefore become compatible with the old Ultimate Iray Skin Manager, and not Ultimate PBRSkin Manager). On the contrary, most 8.1 figures after Victoria 8.1 should use PBRSkin and be compatible with the new product (you may have to apply to the eyesocket the Daz PBRSkin shader on a few NON Daz Original Figures - Daz Originals all work, my next update should allow to ignore eyesocket if this is the case). Consider Victoria 8.1 as a good time boundary.
Because it is totally possible to use PBRSkin on Victoria 4 if you want to (I did it during the test stages). One day someone can play with a Genesis 2 figures and want to use PBRSkin on it. And then he will be able to use the manager. In my promos I have converted some Genesis 8 figures who initially were Iray Uber. I said compatible with "any existing Iray skin based on the PBRSkin Shader". And you can set up any figure with the new PBRSkin shader.
edit: The same way its ancestor, Ultimate Iray Skin manager was also compatible with any generation, but for Iray Uber. And yet, Iray Uber appear only with Genesis 2 or 3 if I remember well. For the rest, people converted their skins to get Iray Uber if they wanted to use this (on that time) new shader.
@Leonides02 : you are right, the tile should be different from each surface. I was aware of that. The thing I can try to do is to see if there is a way to have a multiplier for the tiles (so that you take the initial tile and multiply all the surfaces by the same value, this way you keep the proportional tiles, but you don't have access to the exact value. Maybe with a check box (allowing either to be absolute, or relative).
This is a good idea!
In that case the defaults would be...
Head / Lips / Ears @ 0.36
Neck @ 0.5
Arms @ 0.54
Legs @ 0.93
(I think?)
@Leonides02 I don't see a Neck surface on Victoria 8.1. On V8.1, Neck seems to be part of the Head surface. Are you using a character with a different UV?
I see these proportions:
Body 70 = 100% Head 30/70 = 43%
Ears, Face. Lips 25/70 = 36%
Arms 38/70 = 54%
Legs 65/70 = 93%
Hey Leonides! good news, I just spent my week end on the update, and now, it will respect the proportions of the initial texture set, and you will be able to scale H detail and scale V Details tils "proportionally" meaning that you can increase decrease, it will apply to all surfaces while keeping their original ratio. For now I'm going on with the inclusion of this specificities in the save(done) and load (difficult to implement) functions.
Hey Leonides! good news, I just spent my week end on the update, and now, it will respect the proportions of the initial texture set, and you will be able to scale H detail and scale V Details tils "proportionally" meaning that you can increase decrease, it will apply to all surfaces while keeping their original ratio. For now I'm going on with the inclusion of this specificities in the save(done) and load (difficult to implement) functions.
Fantastic update! Thank you so much, V3!
This is why I always, always buy your products. Unparalleled support.
Frankly, before your product the PBRSkin shader was a bit too much car for me to drive. Converting an IRay Uber GM8 material to PBR was a real chore, I never got the settings right. Your product has made PBRSkin it a delight to work with and very rewarding as results are concerned. Thank you for such excellent work. I recommend it as a necessity.
@Leonides02 : Thanks, the sacrifice of my weekend now means something XD. I submitted the update :). A few other ameliorations, especially one which will allow to ignore Eyesocket upon request. Everything will be detailed in the doc anyway.
@Chou-Vert: I'm super super super happy it helped you reaching your goals! That's one of its purposes, so thank you SO MUCH for sharing your feedback here !!!
You know what would be nice? A utility similar to this that would allow users to easily adjust Strand-Based Hair settings.
A lot of folks would like to use SBH products, but are discouraged because of how heavy it is. Even with beefier systems, this issue limits, e.g., the number of hair items that can be used in a scene. With a lot of hair items, and especially animal figures using SBh, it's very tedious to have to go through every surface to adjust PR and PS settings to reduce that weight while preserving the overall appearance, and very few dForce hair products come with presets that allow this to be done easily. I'd love to see a product that would allow us to balance PR against PS hair settings with a simple interface, perhaps on a percentage basis. Any other settings like gloss, tesselation, etc. would be gravy.
You know what would be nice? A utility similar to this that would allow users to easily adjust Strand-Based Hair settings.
A lot of folks would like to use SBH products, but are discouraged because of how heavy it is. Even with beefier systems, this issue limits, e.g., the number of hair items that can be used in a scene. With a lot of hair items, and especially animal figures using SBh, it's very tedious to have to go through every surface to adjust PR and PS settings to reduce that weight while preserving the overall appearance, and very few dForce hair products come with presets that allow this to be done easily. I'd love to see a product that would allow us to balance PR against PS hair settings with a simple interface, perhaps on a percentage basis. Any other settings like gloss, tesselation, etc. would be gravy.
Thanks, nice idea, I can have a look at this, but I don't promise anything. I'll let you know anyway if I plan something after I try a few things on the subject (what can I do, how far can I go, is there a realy interest?).
@alhammouri04 : hi, sorry I just see your message right now, I must have missed the notification when you wrote this, otherwise I answer almost immediately. In this case of figure, the best thing to do is to click on "exclude Eyesocket from process".
@thomasslisle : normally you can find it using the smart content pane, in the "product" tab, you just have to enter "ultimate" in the "enter text to filter by" line. Make sure that "filter by context" is unchecked at the bottom of the smart content pane.
Otherwise you can also find it in "your installation content folder / scripts / v3digitimes / ultimate pbrskin manager."
It is recommended to install it with DIM or manually, because as many script products, some issues can happen when Daz creates the installation packages for smart connect.
I hoper this helps, but let me know if you still have issues to find it :)
i have found it but my character aready has a texture set - Im great at maya but not at daz. how do i make her skin texture and add a bump map - could I really do all this in maya ?
I think the best thing you could do if you don't know anything about skin shading in Daz Studio is to start from an existing texture/shader set, then replace existing maps by your own maps, then use PBRSkin manager to tweak and optimize the skin properties to your need.
For instance, (in order to start with coherent settings) load Victoria 8.1 material on your figure(***), and replace, using the Surfaces Editor Tab, all the base color, translucency color, specular lobe roughness, AO weight (if you have one), and normal maps (if you have them too) by your own maps. If you have bump maps, you must place them in the "Base Bump" property, then the choice is up to you to keep Detail Normal Map and Detail Specular Roughness Mult (since you already have a bump map, these might be redundant).
(***) Please note that if you already have your figure with your own maps on it in Daz Studio, you can also load ONLY the material properties of Victoria 8.1, without loading V8.1 maps, by CRTL + double clicking on Victoria material.
Once the texture maps are placed and the material is using the same other properties (same values, not same images) as V8.1 for instance, launch PBRSkin Manager and begin to tweak your values by themes, depending on what you want to work on (skin tone, translucency, gloss and details), you'll easily see if you go in the right direction or not since the display is interactive if you start with NVIDIA Iray as the viewport style.
Hello, I bought Ultimate Skin PBR Manager but the instructions don't say how to load it. The instructions already show it with the menus displayed - not what to do to display them ... I found the plug-in in the Products menu, I've only found a script which gives me a error when I click it.... How do you get the menus to disply? Do I select the model, the texture of the model?
Comments
@Leonides02 I don't see a Neck surface on Victoria 8.1. On V8.1, Neck seems to be part of the Head surface. Are you using a character with a different UV?
I see these proportions:
Body 70 = 100%
Head 30/70 = 43%
Ears, Face. Lips 25/70 = 36%
Arms 38/70 = 54%
Legs 65/70 = 93%
Actually, I don't plan to impose a given percentage, I plan to respect the percentage between the various surfaces chosen by the author of the texture set (or by you if you changed them). It is I think important to do so, because if, for a given figure, you have different detail maps on the face and on the torso, or a fantasy figure with a huge head, leading to different ratios (this can happen, so far this is always the same map, but maybe one day the maps will be different for faces, we can never know), then any ratio imposed by the script (like 1 presently) would not be good.
This will finally be safer to keep the choice that the author of each figure makes for its own texture set (or that you make because you prefer that). This is why in the update, the detail horizontal tile will multiply "each and all" detail horizontal tiles by the "H Tile Multiplier" value, (and this will be the same for vertical with the "V Tile Multiplier" value). I don't know what the exact name of the dial will be, but they will respect the variations of tiles by multiplying them all by one value for horizontal, and another value for vertical. An information about the "initial" tile (the initial detail H & V tiles of the torso for instance) will be readable in the title of the box containing these tile dial controls. But this way, it will whatever happens respect the PA (or your own) choices for the tiles ratios between various surfaces, and you can scale them up and down while keeping the original ratios.
That's how the update is planned.
That sounds like a much better plan than fixed percentages. Thanks for thinking it through.
Bought a copy yesterday to try modifying a character who's skin I've never liked and the script just told me the character isn't using PBRSkin. Is PBRSkin a separate product or part of DAZ's G8.1 upgrade?
PBRSkin is a part of the G8.1 upgrade. If you THINK you are using PBRSkin, and you want to check what surface has an issue, you can use the script provided on the main page of this thread (first post, you have two script, you can drag and drop them on your figure). One will tell you what surfaces are not PBRSkin, the other will apply PBRSkin to eyesocket and nails if necessary Is your character a Genesis 8.1 character? If yes it should use PBRSkin and the problem is probably the Eyesocket; If not, it probably uses another shader, and here, well you can always apply the PBRSkin shader provided in Daz Default Resources to all your SKIN+LIPS+NAILS surfaces and apply the manager to completely configure the skin like one user did a few posts before.
The good news is that I have already finished the update for the eyesocket issue (when the figure skin is PBR except on the eyesocket), in case it is your issue.
What is the figure you are using? Genesis 8 or 8.1? Because whereas 8.1 come by default with PBRSkin, 8 come by default with Iray Uber (and for that there is another, older, manager).
Victoria 8.1 loads with PBRSkin shader, but Genesis 8.1 loads with Iray Uber Shader.
Oh yeah sorry, all figures after and including Victoria 8.1!! A always forget this. This is one of the the reasons why I had to update Ultimate Iray Skin Manager (the older one for Iray Uber) to be compatible with 8.1.
Aren't there also some PA characters that claim to be for G8.1, but don't use the PBRSkin shader? I haven't purchased any G8.1F characters other than Victoria 8.1, so I don't know. People in the forum have complained about characters being released as "8.1" that don't use the PBRSkin shader.
https://www.daz3d.com/forums/discussion/477756/real-8-1-or-masquerading-as-one/p1
Normally all G 8.1 figures (except the 2 base female and base male) are supposed to use PBRSkin. I guess that if it's not the case they are supposed to mention it on the store page. When I updated the Iray Uber Utimate Skin Manager (the old) for 8.1 I had no other figures than the two base male and female being Iray Uber for 8.1.
I just read the thread you mention, as a I told you it is a new generation and a new shader so sometimes people can still use on 8.1 the old UV set and the new shader (then this is handled by PBRSkin manager) and some people can use the new UV set but the old shader (then this is handled by the old Iray Skin Manager). I think things will finally normalize probably with people using PBRSkin for 8.1 as it is the case for all Daz Originals, and either Iray Uber or PBRSkin for 8.0 versions of the 8.1 figure. It's normal when so many modifications come in the same time, but that these modifications allow multiple UVs.
edit : I don't own Albany, it would be great if someone told us if she is Iray Uber or not (considering the Generation she should be, be one never knows).
The skin I want to modify is from a G8 figure called Albany.
If I understand correctly, I would have to first replace Albany's Iray Uber mats with G8.1's PBRSkin and then I could tweak the PBRSkin with your script.
You can try to do that. Actually this Albany figure would have required "Ultimate Iray Skin Manager", the version of the manager for "Iray Uber" released a few years ago (because on that time, since PBRSkin did not exist, the shader was very probably Iray Uber). But yes, you could also do it using the PBRSkin manager, but remember that the texture set was basically not made for this shader (so no way to warranty good results). And depending on how the figure was made, you can 'loose' some maps when you apply Daz PBRSkin shader.
What you have to now is that if your figure preceed (look at the SKU) Victoria 8.1, there is a huge probability that they don't use PBRSkin (and therefore become compatible with the old Ultimate Iray Skin Manager, and not Ultimate PBRSkin Manager). On the contrary, most 8.1 figures after Victoria 8.1 should use PBRSkin and be compatible with the new product (you may have to apply to the eyesocket the Daz PBRSkin shader on a few NON Daz Original Figures - Daz Originals all work, my next update should allow to ignore eyesocket if this is the case). Consider Victoria 8.1 as a good time boundary.
Nothing prior to G8.1 uses PBRSkin, so why is your script advertised as being compatible with figures going all the way back to V4?
Because it is totally possible to use PBRSkin on Victoria 4 if you want to (I did it during the test stages). One day someone can play with a Genesis 2 figures and want to use PBRSkin on it. And then he will be able to use the manager. In my promos I have converted some Genesis 8 figures who initially were Iray Uber. I said compatible with "any existing Iray skin based on the PBRSkin Shader". And you can set up any figure with the new PBRSkin shader.
edit: The same way its ancestor, Ultimate Iray Skin manager was also compatible with any generation, but for Iray Uber. And yet, Iray Uber appear only with Genesis 2 or 3 if I remember well. For the rest, people converted their skins to get Iray Uber if they wanted to use this (on that time) new shader.
@Nyghtfall3D : read your MP I wrote to you.
Got it.
I meant "head" - the neck is included. :)
Hey Leonides! good news, I just spent my week end on the update, and now, it will respect the proportions of the initial texture set, and you will be able to scale H detail and scale V Details tils "proportionally" meaning that you can increase decrease, it will apply to all surfaces while keeping their original ratio. For now I'm going on with the inclusion of this specificities in the save(done) and load (difficult to implement) functions.
Fantastic update! Thank you so much, V3!
This is why I always, always buy your products. Unparalleled support.
Frankly, before your product the PBRSkin shader was a bit too much car for me to drive. Converting an IRay Uber GM8 material to PBR was a real chore, I never got the settings right. Your product has made PBRSkin it a delight to work with and very rewarding as results are concerned. Thank you for such excellent work. I recommend it as a necessity.
@Leonides02 : Thanks, the sacrifice of my weekend now means something XD. I submitted the update :). A few other ameliorations, especially one which will allow to ignore Eyesocket upon request. Everything will be detailed in the doc anyway.
@Chou-Vert: I'm super super super happy it helped you reaching your goals! That's one of its purposes, so thank you SO MUCH for sharing your feedback here !!!
You know what would be nice? A utility similar to this that would allow users to easily adjust Strand-Based Hair settings.
A lot of folks would like to use SBH products, but are discouraged because of how heavy it is. Even with beefier systems, this issue limits, e.g., the number of hair items that can be used in a scene. With a lot of hair items, and especially animal figures using SBh, it's very tedious to have to go through every surface to adjust PR and PS settings to reduce that weight while preserving the overall appearance, and very few dForce hair products come with presets that allow this to be done easily. I'd love to see a product that would allow us to balance PR against PS hair settings with a simple interface, perhaps on a percentage basis. Any other settings like gloss, tesselation, etc. would be gravy.
I would buy it!
Thanks, nice idea, I can have a look at this, but I don't promise anything. I'll let you know anyway if I plan something after I try a few things on the subject (what can I do, how far can I go, is there a realy interest?).
Hello V3Digitimes I recently purchased this product when i am trying to use it this messages appears
what can i do in this case
Hi I cant find it i have bought it but cant find it to use it pls help
@alhammouri04 : hi, sorry I just see your message right now, I must have missed the notification when you wrote this, otherwise I answer almost immediately. In this case of figure, the best thing to do is to click on "exclude Eyesocket from process".
@thomasslisle : normally you can find it using the smart content pane, in the "product" tab, you just have to enter "ultimate" in the "enter text to filter by" line. Make sure that "filter by context" is unchecked at the bottom of the smart content pane.
Otherwise you can also find it in "your installation content folder / scripts / v3digitimes / ultimate pbrskin manager."
It is recommended to install it with DIM or manually, because as many script products, some issues can happen when Daz creates the installation packages for smart connect.
I hoper this helps, but let me know if you still have issues to find it :)
i have found it but my character aready has a texture set - Im great at maya but not at daz. how do i make her skin texture and add a bump map - could I really do all this in maya ?
I think the best thing you could do if you don't know anything about skin shading in Daz Studio is to start from an existing texture/shader set, then replace existing maps by your own maps, then use PBRSkin manager to tweak and optimize the skin properties to your need.
For instance, (in order to start with coherent settings) load Victoria 8.1 material on your figure(***), and replace, using the Surfaces Editor Tab, all the base color, translucency color, specular lobe roughness, AO weight (if you have one), and normal maps (if you have them too) by your own maps. If you have bump maps, you must place them in the "Base Bump" property, then the choice is up to you to keep Detail Normal Map and Detail Specular Roughness Mult (since you already have a bump map, these might be redundant).
(***) Please note that if you already have your figure with your own maps on it in Daz Studio, you can also load ONLY the material properties of Victoria 8.1, without loading V8.1 maps, by CRTL + double clicking on Victoria material.
Once the texture maps are placed and the material is using the same other properties (same values, not same images) as V8.1 for instance, launch PBRSkin Manager and begin to tweak your values by themes, depending on what you want to work on (skin tone, translucency, gloss and details), you'll easily see if you go in the right direction or not since the display is interactive if you start with NVIDIA Iray as the viewport style.
Hello, I bought Ultimate Skin PBR Manager but the instructions don't say how to load it. The instructions already show it with the menus displayed - not what to do to display them ... I found the plug-in in the Products menu, I've only found a script which gives me a error when I click it.... How do you get the menus to disply? Do I select the model, the texture of the model?
thank you