RedSpec TGX tailored for Geneis 2 Females OUT NOW
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Please keep character renders sensibly modest, please do not post sexually explicit scenes of characters.
Please keep character renders sensibly modest, please do not post sexually explicit scenes of characters.
- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
edited and removed by user
Last edited by linvanchene on Thu Dec 11, 2014 12:06 pm, edited 1 time in total.
Did a couple of quick tests and found that if you use DS 4.6.2.106 and ORDAZ ver 3 the materials load just fine. The viewport from Studio matches the OVP and the geo rotation issues is not there as in Studio 4.7
Interesting enough it even worked with Dawn.
Word to the wise, Load the duf file and take the time to add each of the materials to your MyPresets Folder CNTL+SHIFT+P speeds up the process.
Interesting enough it even worked with Dawn.
Word to the wise, Load the duf file and take the time to add each of the materials to your MyPresets Folder CNTL+SHIFT+P speeds up the process.
Last edited by Tugpsx on Fri Dec 05, 2014 5:42 am, edited 1 time in total.
Win 11 64GB | NVIDIA RTX3060 12GB
Please note that we (and the DAZ Studio plug-in of OctaneRender) are not yet officially supporting DAZ Studio 4.7.
It is noted on our system requirements page that 4.6 Pro is a requirement.
DAZ3D made some substantial changes to the Material setup, that were not yet accounted for in the most recent (4th pre-release) version of the plug-in.
So if you want to use RedSpec, please stay on 4.6 for now.
We are aware of the situation and are awaiting support implementation for 4.7 by t_3, before we can make any changes to our shader materials.
@linvanchene, thanks for taking the time and going through the materials in such detail.
Some of these errors were already fixed in an update we are working on currently, and it so far only affects the products released through DAZ3D.com
@Error messages when opening .duf files
As mentioned above - we're not supporting DS 4.7 yet - these errors are related to that.
@ Folder Structure consistency in C:\Program Files\RedSpecTGX
That inconsistency is related to the fact that all the RedSpec products released at DAZ3D so far, were developed over a 6 month period with different start and ending periods.
We are aware of the problem and will offer a more consistent behavior of all installed folders/files of RedSpec products in the future. The same goes for the uninstaller.exe.
@ OcDS Preset Name consistency
We understand the problem, and will move to a more logic, unified preset titling scheme for the DAZ Studio shader files.
This will be RS_PRODUCTNAME_SURFACENAME
@ workaround for saving .duf with relative save locations in the default runtime - any test results?
I've looked into the file you provided and noticed that it would not support the templating technique we are currently deploying with th DSe shader setups.
As mentioned before, OctaneRender materials are not comparable to 3Delight materials per se. Especially the mix materials - of which the RedSpec shaders make heavy use - are not translatable into 3Delights logic, so this will not be an option for us in the future - Sorry!
@ Any help from DAZ?
As mentioned in my reply to you via PM we're definitely looking into integrating MetaData in future releases of our shaders.
This will - however - be the case only when we have a final release version of the DS plug-in at hand, that supports DS version 4.7 decently and isn't as bug-riddled as the current pre-release version.
Please understand that we don't want to restart development over and over again, just because there is a new ORDS plug-in pre-release available. To set things into perspective - Team RedSpec is a two-man team working from Germany and South Africa with both developers having day-jobs and one of them awaiting a child with his wife.
@ Any help from the OcDS plugin developer?
Although t_3 has started to finally reply to our PMs again after almost 6 months of total silence, his replying mentality has almost come to a full stop again now. We didn't really count on it in the past, and will not start counting on it anytime soon. Sorry.
OcDS Feature Suggestion - Add subfolder to preset saving location
We're definitely looking into making the preset-procedure easier with RedSpec materials - that isn't something we could implement on our own, though. So I'm kindly asking you to forward this inquiry to t_3 as well.
@ Why no DIM version?
We're trying to implement this in future releases with DAZ3D
Help us save time where we can!
We definitely will try and make working with our shaders even easier as it is now. Please bear with us a little longer - we're hard at work, making it happen.
Thank you all for your patience until then.
Kind regards
Noel
It is noted on our system requirements page that 4.6 Pro is a requirement.
DAZ3D made some substantial changes to the Material setup, that were not yet accounted for in the most recent (4th pre-release) version of the plug-in.
So if you want to use RedSpec, please stay on 4.6 for now.
We are aware of the situation and are awaiting support implementation for 4.7 by t_3, before we can make any changes to our shader materials.
@linvanchene, thanks for taking the time and going through the materials in such detail.
Some of these errors were already fixed in an update we are working on currently, and it so far only affects the products released through DAZ3D.com
@Error messages when opening .duf files
As mentioned above - we're not supporting DS 4.7 yet - these errors are related to that.
@ Folder Structure consistency in C:\Program Files\RedSpecTGX
That inconsistency is related to the fact that all the RedSpec products released at DAZ3D so far, were developed over a 6 month period with different start and ending periods.
We are aware of the problem and will offer a more consistent behavior of all installed folders/files of RedSpec products in the future. The same goes for the uninstaller.exe.
@ OcDS Preset Name consistency
We understand the problem, and will move to a more logic, unified preset titling scheme for the DAZ Studio shader files.
This will be RS_PRODUCTNAME_SURFACENAME
@ workaround for saving .duf with relative save locations in the default runtime - any test results?
I've looked into the file you provided and noticed that it would not support the templating technique we are currently deploying with th DSe shader setups.
As mentioned before, OctaneRender materials are not comparable to 3Delight materials per se. Especially the mix materials - of which the RedSpec shaders make heavy use - are not translatable into 3Delights logic, so this will not be an option for us in the future - Sorry!
@ Any help from DAZ?
As mentioned in my reply to you via PM we're definitely looking into integrating MetaData in future releases of our shaders.
This will - however - be the case only when we have a final release version of the DS plug-in at hand, that supports DS version 4.7 decently and isn't as bug-riddled as the current pre-release version.
Please understand that we don't want to restart development over and over again, just because there is a new ORDS plug-in pre-release available. To set things into perspective - Team RedSpec is a two-man team working from Germany and South Africa with both developers having day-jobs and one of them awaiting a child with his wife.
@ Any help from the OcDS plugin developer?
Although t_3 has started to finally reply to our PMs again after almost 6 months of total silence, his replying mentality has almost come to a full stop again now. We didn't really count on it in the past, and will not start counting on it anytime soon. Sorry.
OcDS Feature Suggestion - Add subfolder to preset saving location
We're definitely looking into making the preset-procedure easier with RedSpec materials - that isn't something we could implement on our own, though. So I'm kindly asking you to forward this inquiry to t_3 as well.
@ Why no DIM version?
We're trying to implement this in future releases with DAZ3D
Help us save time where we can!
We definitely will try and make working with our shaders even easier as it is now. Please bear with us a little longer - we're hard at work, making it happen.
Thank you all for your patience until then.
Kind regards
Noel
W10 64 bit | i7 3770K | MSI Geforce RTX 2080 (8GB) + GTX Titan Black (6GB) | 32 GB DDR3 RAM
- linvanchene
- Posts: 783
- Joined: Mon Mar 25, 2013 10:58 pm
- Location: Switzerland
Thank you for your time giving such detailed answers!
The reason why I am so insisting on this stuff is because the system that is now being figured out will probably stick around for quite a long time.
As past experiences have showed any flaws that are introduced in the beginning will then stick around as well because after a certain point it is considered to late to change a system.
So from that point of view...
I understand that you really are trying but are also limited by the unfortunate situation that a lot of pieces are still in movement.
The reason why I am so insisting on this stuff is because the system that is now being figured out will probably stick around for quite a long time.
As past experiences have showed any flaws that are introduced in the beginning will then stick around as well because after a certain point it is considered to late to change a system.
I hoped that the plugin developer would keep an open line of communication at least with official artists who sell in the DAZ store.TRRazor wrote:
@ Any help from the OcDS plugin developer?
Although t_3 has started to finally reply to our PMs again after almost 6 months of total silence, his replying mentality has almost come to a full stop again now. We didn't really count on it in the past, and will not start counting on it anytime soon. Sorry.
So from that point of view...
Thank you for all your efforts.TRRazor wrote:
We definitely will try and make working with our shaders even easier as it is now. Please bear with us a little longer - we're hard at work, making it happen.
I understand that you really are trying but are also limited by the unfortunate situation that a lot of pieces are still in movement.
Win 10 Pro 64bit | Rendering: 2 x ASUS GeForce RTX 2080 Ti TURBO | Asus RTX NVLink Bridge 4-Slot | Intel Core i7 5820K | ASUS X99-E WS| 64 GB RAM
FAQ: OctaneRender for DAZ Studio - FAQ link collection
FAQ: OctaneRender for DAZ Studio - FAQ link collection
Hey linvanchene,
it's your good right, to insist on things - especially, when they are as important, as the ones you mentioned.
We take critique very seriously, and will make sure to include the changes in upcoming updates/releases.
To be quite honest with you - that is our main problem right at the moment
To offer customers a 100 % working solution, when we are essentially trying to build a foundation on top of shifting plates.
But we'll get there, and I think the most recent release isn't THAT bad
it's your good right, to insist on things - especially, when they are as important, as the ones you mentioned.
We take critique very seriously, and will make sure to include the changes in upcoming updates/releases.
I understand that you really are trying but are also limited by the unfortunate situation that a lot of pieces are still in movement.
To be quite honest with you - that is our main problem right at the moment

To offer customers a 100 % working solution, when we are essentially trying to build a foundation on top of shifting plates.
But we'll get there, and I think the most recent release isn't THAT bad

W10 64 bit | i7 3770K | MSI Geforce RTX 2080 (8GB) + GTX Titan Black (6GB) | 32 GB DDR3 RAM
- Spectralis
- Posts: 561
- Joined: Thu Jun 06, 2013 10:21 pm
I like what these shaders can achieve but wonder if a G2M & G2F version is available? I have quite a few of these figures. I also own Gianni, Jaden & Josie and would like shaders for them if possible.
ASUS Maximus VI Extreme, i7 3770k, 32GB RAM, 4 x GTX760 4GB, Win 8.1 x64.
Your wish is our command!
The Genesis 2 Male shaders (compatible to all your favourite G2M characters like Gianni 6, Michael 6, etc.) is currently in our final testing period.
I cannot (and will not) announce a release date just yet, since we're still awaiting feedback from our testers.
But so far everything looks promising and I'm sure we should be out with the product before Christmas
The Genesis 2 Male shaders (compatible to all your favourite G2M characters like Gianni 6, Michael 6, etc.) is currently in our final testing period.
I cannot (and will not) announce a release date just yet, since we're still awaiting feedback from our testers.
But so far everything looks promising and I'm sure we should be out with the product before Christmas

W10 64 bit | i7 3770K | MSI Geforce RTX 2080 (8GB) + GTX Titan Black (6GB) | 32 GB DDR3 RAM
- Spectralis
- Posts: 561
- Joined: Thu Jun 06, 2013 10:21 pm
That's great! Is there a version for Victoria 6?TRRazor wrote:Your wish is our command!
The Genesis 2 Male shaders (compatible to all your favourite G2M characters like Gianni 6, Michael 6, etc.) is currently in our final testing period.
I cannot (and will not) announce a release date just yet, since we're still awaiting feedback from our testers.
But so far everything looks promising and I'm sure we should be out with the product before Christmas
ASUS Maximus VI Extreme, i7 3770k, 32GB RAM, 4 x GTX760 4GB, Win 8.1 x64.
TRRazor,
When will these shaders be updated so that they work correctly? I know you've said some (or all) have been submitted to DAZ, but it's been over two weeks (for the ML6 shader) and still no update.
RedSpec TGX Tailored Octane Shaders for Mei Lin 6
RedSpec TGX Octane Shaders for Sebastian HD
RedSpec TGX Hair Octane Shaders for Bentley Hair by AprilYSH
Regards.
When will these shaders be updated so that they work correctly? I know you've said some (or all) have been submitted to DAZ, but it's been over two weeks (for the ML6 shader) and still no update.
RedSpec TGX Tailored Octane Shaders for Mei Lin 6
RedSpec TGX Octane Shaders for Sebastian HD
RedSpec TGX Hair Octane Shaders for Bentley Hair by AprilYSH
Regards.