yngvarr

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  • #2189203
    61af8ec6ab8e1 bpfullyngvarr
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    No, I am on version 0.7.3. It's possible the program has a simple time-bomb protection built into the code that triggers after a month or so, but I only installed it a couple of weeks ago.

    #2189116
    61af8ec6ab8e1 bpfullyngvarr
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    @pooper This is a great add-on; it works very quickly and efficiently, and it’s precisely what I was lacking in DS. If you don't find it useful, that doesn't mean no one else will.

    #2177913
    61af8ec6ab8e1 bpfullyngvarr
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    #2177723
    61af8ec6ab8e1 bpfullyngvarr
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    Rank: Rank 3

    Tafi has been trying its hardest to appear as a serious company playing on equal footing with the giants of the 3D industry. All these efforts look pathetic and fail time and time again. Instead of admitting that their core consumers are amateurs and creators of adult content and fully focusing on them, Tafi turns up its nose at such material and tries to force-feed its customers another useless product that nobody ever asked for. If I were a Tafi shareholder, I would fire the entire management and marketing team immediately—they are getting paid for absolutely nothing.

    #2177672
    61af8ec6ab8e1 bpfullyngvarr
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    Rank: Rank 3

    I'm not sure I fully understood your issue, but for very thin hair, I simply multiply the line start width (mm) parameters and slightly increase line end width (mm). All hair from outoftouch is very thin by default. I increased the start width to 0.2 and the end width to 0.07.
    default
    mod

    #2176692
    61af8ec6ab8e1 bpfullyngvarr
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    Rank: Rank 3

    Take a moment to check out YouTube and at least like the interesting comments. There are still some there.

    #2174305
    61af8ec6ab8e1 bpfullyngvarr
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    #2171046
    61af8ec6ab8e1 bpfullyngvarr
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    Rank: Rank 3

    In the Render settings, on the Tone mapping tab, reduce the "Burn highlights". It doesn't solve the problem completely, but it reduces glare.

    #2162596
    61af8ec6ab8e1 bpfullyngvarr
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    #2158731
    61af8ec6ab8e1 bpfullyngvarr
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    #2154109
    61af8ec6ab8e1 bpfullyngvarr
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    Rank: Rank 3

    Alternatively, try to simply reflect the entire character at -100 on the x scale.

    #2135338
    61af8ec6ab8e1 bpfullyngvarr
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    Rank: Rank 3

    @legolas18 It's funny that your examples demonstrate the imperfection of AI. It's like a "spot the difference" game. 4 rings on the wrist of the right hand instead of three. A glove for three fingers instead of two on the left hand. A leather belt appeared on her right leg. And these problems either need to be corrected with an additional promt, or they should be ignored. So the problem of repeatability is still relevant.
    The second problem is recognition. Many people who are far from 3d and AI models quickly recognize the work of AI. It's like an artist with a certain style. And, most importantly, people don't like it. I've seen a lot of comments about games with AI art like "ugh, AI..."
    This leads to the third problem - And even in different AIs they are still quite similar, because AI is a great equalizer and averager.
    Unfortunately, judging by the daz 5 beta, there will be no breakthrough at all. Nevertheless, daz remains the only alternative to expensive products by Reallusion and very difficult to master Blender.

    #2129216
    61af8ec6ab8e1 bpfullyngvarr
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    #2125318
    61af8ec6ab8e1 bpfullyngvarr
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    Rank: Rank 3

    I'm currently studying importing daz figures into blender, configuring daz shaders for cycles, and positing and animating features. And so far, it looks like a more productive pipeline, given the endless sculpting possibilities, a normal timeline, and probably a more modern render engine. Previously, I was stopped by the reluctance to mess with the shader settings, but in fact it turned out to be easier than configuring the shader in the Daz. I have yet to test the hairs. And if I can figure them out, I'll probably forget about the Iray.

    #2122872
    61af8ec6ab8e1 bpfullyngvarr
    Participant
    Rank: Rank 3

    @gts6
    I agree to a large extent, especially regarding lighting. G8 skins are particularly demanding of lighting. They may look good in HDRI, but terrible in point light. Others are the opposite. That's what got me hooked on g9 skins - they suffer much less from this problem.
    "Picking a "best" skin is useless because it's subjective." I don't agree with that. Not everyone can and wants to tinker with fine-tuning skins, choosing them for specific lighting. Most people want skins that look good in most scenarios.
    By the way, could you show the result of your fine-tuning of the skin?

Viewing 15 posts - 1 through 15 (of 148 total)

 

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