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gts6.
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January 29, 2023 at 2:47 AM #1919957
I know I can change the shape of specific body parts via morphing, such as bending a nose, etc. But is there a way to discolor that morph as well? Like make it red if you twist a nose or a finger, or poke someone with a finger, or even on regular joint where the skin hits each other.
January 29, 2023 at 3:29 AM #1919969I think you'd have to do that in either postwork or by colouring the texture map/s themselves. I suppose you could make an overlay like they do with some makeups but that's way beyond my skill level.
January 29, 2023 at 3:31 AM #1919970With morph and pose change, you may use ABAS Animated Shaders System to change the shader map, colors, etc. at the same time to get pretty good transition effects, but a timeline is needed~
For a static current frame, there's no real-time color change when dialing morphs or poses even if you've already prepared the proper texture maps. There's no link between morph/pose dial and surface parameters change as per the standard DAZ functionality.
A programming via plugin or DAZ scripts must be needed...January 29, 2023 at 7:35 AM #1920009Thanks for the replies.
So basically no way to do it the "easy" way I was hoping for. It would certainly be great feature for DAZ to add into a future release. The realism would be great for the skin around bend areas to have better control there.
January 29, 2023 at 7:48 AM #1920010Frankly speaking, at least to me, editing / changing the texture maps and counting on postwork to have more realistic VE are good enough. I believe a feature of real-time skin color change might be a pretty tough job for DAZ to realize, haha~~ and it will definitely have pros and cons, as usual... 😀
January 30, 2023 at 11:38 AM #1920533There are also MCJ scripts
mCasual's Daz Scripts - MatAnim for DS 1, 2, 3, 4
h**ps://sites.google.com/site/mcasualsdazscripts/matanim?pli=1mCasual's Daz Scripts - TexAnim for DS 3 & 4
h**ps://sites.google.com/site/mcasualsdazscripts/texanimfords3Timeline also required. (Just wanted to include for good measure.)
January 30, 2023 at 5:50 PM #1920658@spats Yes, those would work but the problem is if you wanted to only change the color for a small body part, such as a finger or nose, and not want to change the color of the entire area such as the whole face or arm.
I did just get an idea after I typed that. I could try opening the map in an image editor and discolor just the areas within that map that I want to look different and save it as a copy. Then use that map for when I want to have a discoloration. Ill have to experiment with that.
January 31, 2023 at 2:48 AM #1920787@gts6 Have you tried using a Diffuse Overlay? If you get a good map going (from image editing or other) for the areas you want, you can use it as an overlay and animate those parameters with the suggested scripts/plugins the same as any other portion of the shader. (Make sure to plug the image into the [Edit] Overlay Weight parameter. And set to Scatter Only to start.) Anything in the Diffuse channel from amount, to color, to roughness should all be animatable with the ABAS or MCJ offerings, and completely separately from the rest of the shader. The advantage of this is that the underlying maps are not affected, or needed to be changed or edited. Overlays can be used over the top of the base as partially transparent or completely opaque/obscuring, and any amount in-between. Or turned off altogether by zeroing if desired.
Just a thought.Post results if you wouldn't mind? This project seems very interesting. I've seen Displacements animated before, but never colors (at least not smaller portions as specifically suggested here). If this works it could possibly be next-level-cool.
January 31, 2023 at 5:22 AM #1920821 -
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