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Re: Tonysculptors Skin in DAZ

Posted: Sat Mar 07, 2015 9:32 am
by DrHemulen
Im back to using 1.2 maybe there's a change in how scale works if you're using 2.1?

Re: Tonysculptors Skin in DAZ

Posted: Sat Mar 07, 2015 11:26 am
by SiliconAya
Moving from 1.1 to 1.2 I had to change my scale and a bunch of other things, moving from 1.2 to 2.1 I haven't changed anything, I'm still using my 1.2 presets, which I'd very much like to edit (but can't as saving them is broken in 2.1) due to changes/bugs in how templating works in 2.1.

Re: Tonysculptors Skin in DAZ

Posted: Sat Mar 07, 2015 8:35 pm
by DrHemulen
Weird. I'll try to make a test scene and share it one of these days :) A bit busy with real life atm.

Re: Tonysculptors Skin in DAZ

Posted: Tue Mar 10, 2015 10:59 pm
by richertmx
Any of you guys ever had the issue of not being able to save a scene that uses D.Ordiales Skin? It´s the case with Tonysculptor´s Material as well, and RedSpecs too.

Whenever I save a scene containing one of these materials, all the mats are disconnected and the skin materials are just gone. Additionally, if I save any of them as presets, they´re gone, too.

Anyone know what´s going on here? I´m really confused...

Re: Tonysculptors Skin in DAZ

Posted: Wed Mar 11, 2015 12:26 am
by sikotik13
richertmx wrote:Any of you guys ever had the issue of not being able to save a scene that uses D.Ordiales Skin? It´s the case with Tonysculptor´s Material as well, and RedSpecs too.

Whenever I save a scene containing one of these materials, all the mats are disconnected and the skin materials are just gone. Additionally, if I save any of them as presets, they´re gone, too.

Anyone know what´s going on here? I´m really confused...
Presets not saving is a known issue, at the plug-in level. It will save until you load a new scene. T_3 has been aware for quite a while, so hopefully it'll get fixed when(if) we get the next update. Mats randomly disconnecting sadly isn't new either, although I've had less issue with it than before. Odds are pretty good that if you open the material in the NGE, one or more random nodes have been injected, and those are hooked up to output instead of your actual material. Depending on the complexity of the material, I've had either ghost nodes connected to multiple diffuse inputs, or in more complex instances, a new mix node (with random materials that make it come out white) connected directly to the final output. For the later, one can simply drag the pin from your actual mix material to the output node, bypassing the random node, and voila!