RedSpec TGX tailored for Geneis 2 Females OUT NOW

DAZ Studio Integrated Plugin (Integrated Plugin maintained by OTOY)

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TRRazor
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If there's enough feedback for those, we would release those as free modifications and/or presets.
I guess that would make more sense, instead of releasing new shaders in that case.
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vortex3d
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Ok, this is great, but with the OcDS plugin being so buggy, it's a pain to work with it.

Whenever I have a RedSpec character loaded and load new objects, the plugin takes about 3 minutes to convert the material, even if it's just one.

Just setting up RedSpec is a pain with the way mats open on mouse-over in Octane (Good Idea, but way ahead of its technological time for most)

I don't know what needs to take so long or what is doing but DAZ freezes until OCTANE is done importing.

>:/
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bpzen
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TRRazor wrote:The shaders available through our homepage are "generic" shaders, meaning, they're meant to provide a solid base to start from. They will need customization though, depending on the character you're applying them too.

By default, they're set to work with caucasian skin types, they will definitely need adjustments for dark-skinned characters - most importantly by increasing the SSS scale values.

The Bentley hair and Sebastian HD shaders were unfortunately based on version 1.2 of the OctaneRender for DAZ Studio plug-in - which at the time, not only tested our develiopment skills but was still pretty bug-riddled.
As you might have noticed wqe dropped support on all the new shaders for version 1.2 meaning that 2.1x is a requirement.

We will release updates for those two shaders based on the 2.1 versions of our shaders though.
I'd like to apologize to any user who still might have problems with these, but they will be fixed very soon.

Promised! :)


Thanks for your Patience until then.

I got the hair shaders too, will you be releasing an updated useable version for DAZ soon? How will customers get them, via DAZ web site?
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ThomasR
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Does anyone else have the problem that sometimes when you try to apply a skin materiel on g2f (pulling the material from unused materials tab to scene surfaces tab) that the material wouldn't apply on the surface you pulled it to but to another. For example I pull the RedSpec-Torso surface to g2f's torso but the material instead gets applied to g2f's nipples.
Sometimes it works fine. Sometimes this stuff happens. It's kind of annoying.

I hope this was understandable. English isn't my native language.
leblancd
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ThomasR wrote:Does anyone else have the problem that sometimes when you try to apply a skin materiel on g2f (pulling the material from unused materials tab to scene surfaces tab) that the material wouldn't apply on the surface you pulled it to but to another. For example I pull the RedSpec-Torso surface to g2f's torso but the material instead gets applied to g2f's nipples.
Sometimes it works fine. Sometimes this stuff happens. It's kind of annoying.

I hope this was understandable. English isn't my native language.
I have had that problem, but only when the model is using some kind of grafted body part, like a joint/limb replaced with something, etc.
Grafting has never worked with OcDS, as far as I can see -- or if it does, it is very unreliable, meaning sometimes works, sometimes not.
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sikotik13
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Grafting particularly doesn't work with G2F. With very, very few exceptions, adding anything geografted (including only the genital) rearranges the material links for me. With Genesis 1, it seems to either be very specific things (like the catgirl for Hitomi stuff) or large numbers of things, that may alter the listing. I've not had a problem yet with G2M, but have not extensively tested it, either. The only real difference I've noticed between Gen 1 and G2F is that G2F always alters in exactly the same way.

I forget the sequence, off the top of my head, but if you create all surfaces on G2F as blank (forcing them to be individual), you can select the actual surface you want to change on the right, and it will highlight which material on the left is actually linked to it. This is always the same for me, and some are correct. All eye surfaces, finger and toenails, face surfaces (except eyelashes), including lips, head, and legs are correct, for example. Oh, and the gums and teeth. Everything else is rearranged, in particular, the eyelashes, shoulders, and forearms are oddly re-linked to entirely different groups. It is, however, consistent. Whichever surfaces they re-link to for you, they will always re-link to (at least in my experience). Templating and drag/dropping fails on the re-linked surfaces for me, as it attempts to apply the template or material to the named material on the left, not the correct material on right (and occasionally renders the material link void, forcing from a blank recreation of said material(s) up to a reload of everything), but since the groups are consistent, I just template or drag/drop to one of the above mentioned correct ones, and copy to clipboard, pasting settings over the rest in that group. Slightly more time consuming, but effective.

Genesis one seems to have a 50/50 shot of if you have re-linked it, anything making any kind of sense at all, and may or may not be work-around-able (depending on what exactly you're using, and only if a re-link happens,, otherwise works without issue at all for me). Again, I haven't tested G2M extensively, but I have yet to force the geo-grafting re-link thing on a character, and I use geo-grafts on every character, pretty much.

Not sure if this is remotely helpful to anyone, but I figured I'd throw out what I do know thus far. Also none of this is specific to RedSpec, as I use a custom template usually, but the material system itself.
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ThomasR
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So that's it! Thank's guys. You really helped me out there.
I'm glad that this is such a helpful community.
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sikotik13
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Glad it was helpful to someone, at least :)
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abayliss
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My work around for this is that, before I add the geografted part, I apply the RedSpec materials to G2F and then save them as a DAZ Material Preset, this saves the Octane material settings as well as the DAZ material settings.

Then, when starting from scratch, I apply the geografted part to G2F, then I apply the saved material preset. This always applies the correct materials to the correct surface for me.

If you apply the geografted part after you've already applied the materials to G2F, then it seems DAZ won't apply the material preset unless the materials on G2F are actually being changed by the preset. The simple way to get around this is to apply a blank default shader to all of G2Fs surfaces, then apply the material preset.

I hope that helps and makes sense.
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Veneris
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I buy this product, but I have a problem with the eyes. How can I remove these white spots?
Victoria 6 > http://imgbox.com/cZDCoz6s
Michael 6 > http://imgbox.com/ZAV1KDEx
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