level 13
目测景物和人物的亮度,都是靠场景自带的灯光照亮的吧?
小孩皮肤比较黑,这个得调skin的参数,比如什么 Translucency,SSS,Dual Lobe之类的。
如果嫌小孩整体偏黑,也可以打一些美颜灯之类的,吧里搜‘美颜灯’和 ‘一 键 诡 灯’。
2023年11月27日 08点11分
2
大佬纯新小白,能稍微发一下截图告诉是在什么位置调整吗?
2023年11月27日 08点11分
level 3
好的,我试试谢谢您,没有办法直接复制成人这一项参数吗
2023年11月27日 09点11分
5
G8和G8.1是否可以直接复制我没试过。可以在skin上右键,选copy...,再去目标人物的skin上,右键选paste...
2023年11月27日 10点11分
level 13
吧的右侧中部,有 中文手册 可下载。
存人可以用 Character Preset
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Save as: 另存为:
Scene - saves everything in your scene as a single file, including settings.
场景-将场景中的所有内容保存为单个文件,包括设置。
Scene Subset - exactly as described - saves whatever parts of the scene you choose as a new scene with only those selected components. You must select the components in your scene that you wish to have saved.
“场景子集”(Scene Subset)——与前面描述的完全相同——将您选择的场景的任何部分保存为仅包含这些选定组件的新场景。必须在场景中选择要保存的组件。
Hierarchical Material(s) Preset - saves all materials associated with a selected node and any other geometry included in that node's heirarchy. For example, if you have a figure in a scene that has parented items, such as hair and clothing, the parented hair and clothing will appear as nodes under the main figure's node heirarchy in the Scene tab. Saving as an Hierarchical Material(s) Preset in this example will save the materials for the selected figure, as well as for the hair and clothing.
层次材质预设-保存与选定节点关联的所有材质以及该节点的继承人结构中包含的任何其他几何体。例如,如果场景中的某个人物具有作为父对象的项目,例如头发和衣服,则作为父对象的头发和衣服将作为节点显示在“场景”选项卡中主人物的节点继承人权限下。在本例中,保存为层次材质预设将保存选定人物以及头发和衣服的材质。
Hierarchical Pose Preset - as above, saves any poses associated with a selected node and any other geometry included in that node's heirarchy. So, in the previous example, any poses for the figure, plus any for the hair and clothing.
层次姿势预设-同上,保存与选定节点关联的任何姿势以及该节点继承者权限中包含的任何其他几何体。因此,在上一个示例中,任何姿势都适用于人物,再加上头发和衣服。
Wearables Preset - this is primarily used to save clothing consisting of multiple individual parts parented to a figure as a single preset that will load them all when used. It can also include any props or other items parented to the figure. Just select the figure and choose this option.
可穿戴预设-这主要用于将由多个独立零件组成的衣服保存为单个预设,并在使用时加载所有零件。它还可以包括任何道具或该人物的其他父项。只需选择该人物并选择此选项。
--注:存高跟鞋,scene面板只选人,然后里边存人的调整过的参数即可。
其他人的意见:a Wearable Preset is nice and easy to include unsaved morphs in the clothing. You just have to remember to select the genesis figure first and in the save dialog choose which clothings, hair and what not to include with the preset. 保存一个可穿戴预设很好,而且很容易在衣服中包含未保存的变形。您只需要记住首先选择创世人物,然后在保存对话框中选择哪些衣服、头发以及哪些不包含在预设中。
(结论是,商店里卖的衣服,其实是存为 Save As>Support Asset> Figure/Prop Asset)-dForce Modifier Weight Node 改过的红蓝权重图会保存,但这个dForce Modifier Weight Node不会被load。
Character Preset - saves an entire character selected in your scene (Genesis, Genesis, 2, Genesis 3 and Genesis 8 figures or other DAZ Studio weight-mapped figures only). Both the character shape and surfaces can be saved together, or the option exists to save only one or the other.
角色预设-保存场景中选定的整个角色(仅限Genesis、Genesis、2、Genesis 3和Genesis 8人物或其他DAZ Studio权重贴图人物)。角色形状和曲面都可以一起保存,或者存在仅保存其中一个的选项。
By default a Character preset saves both shape and materials. If a preset is loaded without a figure selected in the scene it will load a new figure; if it is applied with a figure of the right type selected it can either load a new figure or modify the selected figure or ask which to do (set in the Content tab of Preferences). I think the modify selected aspect works even for non-asset items.
默认情况下,角色预设同时保存形状和材质。如果加载预设时未在场景中选择人物,则会加载新人物;如果在应用时选择了正确类型的人物,则可以加载新人物或修改选定人物,或询问要执行的操作(在“首选项”的“内容”选项卡中设置)。我认为修改所选方面甚至对非资产项目也有效。
Properties Preset - similar to a character preset, saves only the pose, shape and material settings for a selected figure/character, but not the figure itself. Unlike the character preset, to use a properties preset the target base figure must first be loaded into a scene and selected.
属性预设-与角色预设类似,仅保存选定人物/角色的姿势、形状和材质设置,而不保存人物本身。与角色预设不同,要使用属性预设,必须首先将目标基础地物加载到场景中并选中。
Shaping Preset - similar to a properties preset, but only saves the shape morphs. Here too, to use a shaping preset the target base figure must first be loaded into a scene and selected.
形状预设-类似于属性预设,但仅保存形状变形。在这里,要使用成形预设,必须首先将目标基础图形加载到场景中并选中。
Pose Preset - again, similar to a properties preset, but only saves the poses of a selected figure.
姿势预设-同样,类似于属性预设,但仅保存选定人物的姿势。
Material(s) Preset - and once again,similar to a properties preset, but only saves all materials of a selected figure.
材质预设-再次类似于属性预设,但仅保存选定地物的所有材质。
Shader Preset - similar to a materials preset, but the critical difference is that while the Material(s) Preset will save settings for multiple surfaces, the Shader Preset will only save the settings for individual surfaces.
着色器预设-与材质预设类似,但关键区别在于,虽然材质预设将保存多个曲面的设置,但着色器预设将仅保存单个曲面的设置。
Camera Presets - pretty straightforward - saves any cameras and associated settings that you have added to your scene for later use.
摄影机预设-非常简单-保存已添加到场景中的所有摄影机和关联设置,以供以后使用。
Light Presets - pretty much as for cameras, only for saving light setups.
灯光预设-与相机非常相似,仅用于保存灯光设置。
Render Settings Presets - again, this will save only any render settings that you have set for a scene.
渲染设置预设-同样,这将仅保存为场景设置的所有渲染设置。
D-former(s) Presets - if you have used a D-former on a figure or object in the scene and wish to save it for later use, this is the option. One or more.
D-former预设-如果在场景中的人物或对象上使用了D-former,并希望将其保存以供以后使用,则此选项可用。一个或多个。
Layered Image(s) Preset - if you have used the Layered Image Editor to add a layer to a texture map, this option allows you to save it for later re-use if desired.
分层图像预设-如果已使用“分层图像编辑器”将层添加到纹理贴图,则此选项允许您保存该层,以便以后在需要时重复使用。
Puppeteer Preset - If you are using Puppeteer actions to create animations in DAZ Studio, this allows you to save them.
木偶演员预设-如果您正在DAZ Studio中使用木偶演员动作创建动画,则可以保存它们。
Support Asset - there are several categories of these, including some that seem to duplicate those above. The difference is that saving as a support asset packages the item as a new, complete asset, whereas the other options merely create files that point to existing data already in the library, along with any settings that may apply. As a result, support assets will always be larger files than a corresponding scene subset.
支持资产-有几个类别,包括一些似乎与上述类别重复的类别。不同之处在于,“另存为支持资源”将项目打包为新的完整资源,而其他选项仅创建指向库中已有数据的文件以及可能应用的任何设置。因此,支持资源将始终是比相应场景子集更大的文件。
For frequently used characters, consider using the “Save As -> Support Asset -> Scene Asset”. This has a value over saving a scene or scene subset in that updates to the components of the scene are reflected in scenes that use them. To put it more clearly, if you have a character you use often that is setup using Aiko 8 with OOT’s Linda Ponytail hair. You get her basic setup and save her as a Scene Asset (let’s call her Aikolinda). Then you load Aikolinda into one (or more) scenes you’re going to render. Then you decide you don’t like her as a blonde and want her to be a redhead. If you go back and update Aikolinda with the new hair color, that change will automatically be reflected in every scene you loaded her into. If you had saved her as a Scene or Scene Subset, you’d have to apply the hair color change manually to every scene you used her in.
对于经常使用的角色,可以考虑使用“另存为 -> 支持资源 -> 场景资源”。这比保存场景或场景子集更有价值,因为对场景组件的更新反映在使用它们的场景中。更清楚地说,如果你有一个经常使用的角色,它是使用Aiko 8和 OOT 的琳达马尾辫设置的。你得到她的基本设置并将她保存为场景资产(我们称她为 Aikolinda)。然后将Aikolinda加载到一个(或多个)要渲染的场景中。然后你决定你不喜欢她作为金发女郎并希望她成为红发女郎。如果你回去更新Aikolinda使用新的头发颜色,这种变化将自动反映在您加载她的每个场景中。如果您将她保存为场景或场景子集,则必须手动将头发颜色更改应用于您使用她的每个场景。
Support Assets create behind-the-scenes files, in the Data folder (using folders derived from the Author and product names entered in the option dialogue). Some also create presets for loading the content (e.g. Figure/Prop Asset).
支持资源在数据文件夹中创建后台文件(使用从选项对话框中输入的作者和产品名称派生的文件夹)。有些还创建用于加载内容的预设(例如,人物/道具资产)。
Deprecated - these are to save older items that are not weight-mapped, using the older DAZ Studio formats.
不推荐使用-使用旧的DAZ Studio格式保存未进行权重映射的旧项目。
2023年11月27日 09点11分
6
提取码多少啊请问
2023年11月27日 12点11分
麻烦告知一下提取吗,大佬
2023年11月27日 12点11分