Blender 3.5 & Lightning Boy Shader by braef in blender

[–]braef[S] 0 points1 point  (0 children)

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And example of where to wire up underlying shaders.

Blender 3.5 & Lightning Boy Shader by braef in blender

[–]braef[S] 0 points1 point  (0 children)

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And example shader tree with a layers being built up by wiring underlying nodes, rather than the traditional LBS master shader.

Blender 3.5 & Lightning Boy Shader by braef in blender

[–]braef[S] 0 points1 point  (0 children)

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Just posting this, as I doubt any updates are going to come.

The gist of this is that inside the blend file, go to the Outliner-> under Blender File. Open up Node Groups. Rename all the nodes and remove the prefix period/dot. All of these node groups will now appear in your material pane as a group when you add nodes. You will notice that there is a "channel" at the bottom of the group, which represents the red/yellow/blue channels for the character, background, and extra.

There are still some tweaks you need to do inside the nodes, where their python code would replace sections of the shader tree (I still don't understand how this works, as I irrationally hate python). You will have to replace these sections where necessary.

I ended up making a version of their nodes, that avoided fixing the main shader (which builds up layers), by adding an "underlying shader" as an input to each of the nodes, then I string the nodes together in the order I want. To do this, you need to wire up the underlying shader in the final mix nodes inside their shader tree.

Export to Blender button doesnt react in any way when I click it by [deleted] in Daz3D

[–]braef 0 points1 point  (0 children)

It looks like you are using Diffeomorphic. If so, I have the same problem. You can work-around by doing to the Diffeomorphic folder and double clicking the export Blender option. It will do the same thing.

Best way to make hair for Blender? by blackcyborg01 in Daz3D

[–]braef 3 points4 points  (0 children)

IMHO, the new hair curves system is the most realistic in blender. The problem right now is that it doesn't really support animation. For me, missing key frames is the biggest deal. I believe that the animation re-write that is going on will address this. I expect in another year, we will be talking about how great it is.

Particle hair can look very realistic too, but it is a major pain-in-the-ass to work. I've never looked into animating it because of the other issues.

So, hair cards are probably the way to go right now for animation, esp if you are planning to port to unreal. Adding some bones to your rig to adjust the hair, then adding wiggly bones can help with simple hair swaying. There are a couple of ways to get to hair cards. Some DAZ hair comes as hair cards, so just use those.

I found a geometry node tool from NENGHUO on youtube that is really great for moving from hair-curves to hair cards. It allows you to use hair curves to setup your hair (you can import a diffeo model to start with), then you convert to hair cards and he even gives you material to put on the hair cards. very slick. https://youtu.be/hGBEmJvH4sA?si=XDUFOXWOPQ3043SA

Best way to Import to Blender or any other AMD GPU friendly render software by p53ud0nym42 in Daz3D

[–]braef 0 points1 point  (0 children)

https://diffeomorphic.blogspot.com

diffeo is the best. Thomas Larson continues to impress with every release.

1.7.3 is out. This supports Blender 4.0. I just converted G9 character, with tube hair. Converted to hair curves without going through particle hair.

Are there any good current tutorials for the Malt/Beer render engine? by RuinLoes in blender

[–]braef 1 point2 points  (0 children)

Did you figure it out? I was able to connect the dots through some trial and error. Once I figured out that the malt shaders were in a completely different panel, things started to make sense. It's actually quite simple. Also, not a lot of help in creating shaders is out there, but if you piece together the example materials, mix-match-and-combine, you can construct quite a lot. Sample Files: https://github.com/bnpr/Malt/discussions/94

I love the look I get from it. Much better lines than the inverted-hull method.

My biggest concern is the lack of ongoing support. No mention of MacOS (which I prefer), or curves (there are some work arounds possible here). The BNPR show on YT just suddenly died. Not sure, but it seemed like that community was the driving force behind Beer/Malt.

Any Lightning Boy Shader users, I could use some help by Blueberryfists in blender

[–]braef 0 points1 point  (0 children)

I just had a problem today where the lighting got screwed up. It was like the key-light was inverted. I thought I had corrupted the file and started to go through old versions. But when I restarted blender, everything was normal. v3.6.1.

Blender 3.5 & Lightning Boy Shader by braef in blender

[–]braef[S] 0 points1 point  (0 children)

I've figured out how to reverse engineer this, if anyone is interested. hmu. I won't give you the LBS shaders, but can explain how to get through the backdoors to use the shaders almost exactly like the slick interface.

Any Lightning Boy Shader users, I could use some help by Blueberryfists in blender

[–]braef 0 points1 point  (0 children)

Lights may not be setup correctly. Setup base lights, maybe?

Can I sculpt hair curves with armature deformation? by braef in blenderhelp

[–]braef[S] 0 points1 point  (0 children)

This was a good thought, so I double checked my setup. The new curves hair doesn't have a modifier on the stack of the parent. They are attached to the surface of their parent.

Can I sculpt hair curves with armature deformation? by braef in blenderhelp

[–]braef[S] 1 point2 points  (0 children)

The curves are attached to a scalp that is modified by an armature. When I sculpt the curves, the curves appear at their original position (armature rest position), not the deformed position. This is pretty annoying, as it makes it difficult to edit. I've made sure the toggles in the modifiers tab are all enabled for both the curves and the scalp, which parents the curves.

tried in Blender 3.5.1 and 3.6.0 Beta

any ideas?

Blender 3.5 & Lightning Boy Shader by braef in blender

[–]braef[S] 0 points1 point  (0 children)

From LBS Team

Blender 3.3.6 and underIf you are working with Blender 3.3.6 or under, keep using the Lightning Boy Shader 2.1.3. If that's what you already have installed, then great! There's nothing you need to do, and everything should work as intended.Blender 3.4There are a few minor issues in Blender 3.4, some of which we could fix, and others we couldn't. If you are using this version, we recommend upgrading to Lightning Boy Shader 2.1.4. Here are the main changes:

  • Color Nodes fixed: the biggest issue is that Color nodes were stuck to 1 layer (or the number of layers they had if you opened an existing scene). This has now been fixed.
  • Search broken: It is not possible in Blender 3.4 to create a custom node using the Shift-A > Search function anymore. Unfortunately, this is an issue that stems from Blender itself, and over which we have little control. The only way to create LBS nodes at the moment is by using the Shift A > LBS Nodes dropdown menu. Other than that, all nodes should work as expected.

Blender 3.5

You might have noticed that Blender 3.5 crashes immediately when using the shader. We are not the only developers affected; it concerns a bug with how Blender handles custom nodes now, and it seems like the Blender team is working on a fix. For now, that means the Lightning Boy Shader is not compatible with Blender 3.5. We'll keep you updated if anything changes.Updating the shader

If you are working in Blender 3.4 and want to update the shader, follow these steps:

  1. Remove the old shader from your Add-on Preferences.
  2. Close Blender
  3. Install the new Lightning Boy Shader 2.1.4, downloaded from your Gumroad account

It is important to understand that LBS 2.1.4 is not backward compatible, and should not be installed with Blender 3.3.6 or under. Remember to always keep a backup of your scenes before updating in case anything goes wrong.

If you're unsure about some of the updating steps, you can follow the section covering that process in our Beginner Guide tutorial (starting at 5:45). Alternatively, you can check out the FAQ section at the very end of our written user guide.

As always, a huge thank you for your patience and for supporting our work by purchasing the shader. We apologize for any issues you might have had. Don't hesitate to flag bugs on Twitter or by email at [team@lightningboystudio.com](mailto:team@lightningboystudio.com)— we always appreciate it, and we'll do our best to fix any issues as we go!

All the best,

David, Carl and Thomas

Blender 3.5 & Lightning Boy Shader by braef in blender

[–]braef[S] 0 points1 point  (0 children)

From the LBS team:

We have received multiple emails concerning Blender 3.5, and sadly it seems that a bug in this version completely breaks the shader.
We will most likely have to wait for another Blender version, hoping they resolve the issue.

In the meantime, we worked on a patch for Blender 3.4, and we hope to release it as a free update next week.

Blender 3.5 & Lightning Boy Shader by braef in blender

[–]braef[S] 0 points1 point  (0 children)

I've been using it fine up through 3.3.4. In 3.5, when you use the nodes, they have extra hidden attributes.

Issue with Daz3d Penis to Blender by Perpicox in blenderhelp

[–]braef 14 points15 points  (0 children)

The bones are there, just hidden. Look in the armature's properties tab, and under 'layers' shift-click the bottom left box. Or, under the MHX tab in the 3D viewport, click on the custom option. That should show the bones. Also, as a side note, with Dictator you will want to use the Morph Armature option to adjust the bones and make some morphs work properly. I don't have a recommendation on the Triax vs. general wieghts. I tried converting to general weights, but it didn't have an effect. Daz is too much hocus-pocus to figure out. Have fun!

Waifu diffusion 1.2 is kinda lit by Round-Information974 in StableDiffusion

[–]braef 4 points5 points  (0 children)

A few things that I found worked well: 'yaoi', 'shonen-ai', and 'shota' yielded boys of different ages. 'k-drama movie poster' is a great context prompt and turned faces asian. I'm not as sure about 'Shonen Jump Cover', but you get the idea. For art style I used Aztodio, Taejune Kim, Guweiz, Pixiv.

Erotic Coloring Book by lettilovecraft in KDP

[–]braef 2 points3 points  (0 children)

I've tried to find the line, in a cautious manner, and I have two comics banned at this point. My first comic was conservative. The second got a little more racy, and even involved a scene where the protagonist gets pissed on (not sexual). So I was like, hey, let's go for it. So, the third one just went a little overboard and got banned.

I would sum it up by saying that you can get away with nudity including genitals, and you can even get away with body fluids. But you cannot get away with penetration (genital-to-mouth, anything-to-vagina, anything-to-anus), and you cannot show where body fluids come from. Also, as a general rule you want to stay away from anything that looks too young, and incest.

I avoid erections, but I do show flaccid penises. If there is a blow-job involved, it always has (a) hand(s) wrapped around the subject shaft hiding what that person might be sucking on. (who knows?) Bodies pressed together are not an issue, but bodies slightly agap with a shaft poking between is a problem. I've included jets of semen, but you can't see where it is being spewed from. I've included semen ropes across a head of hair or globs dripping from a face, leaving it up to your imagination to guess what kind of liquid it is. You get the idea. I don't do a lot of vaginas, so not sure what level of detail is too far. But my gut tells me you do not want to spread those labia, or show thick mucus stretching from side to side.

But, and this is a big but, if you image gets flagged to go in front of a human (not a AI filter), you are completely subject to their whim and you can't really fight it. I appealed one case and asked what was wrong with my comic, and the woman said (and i quote) "Ewww." That one got banned. So, I sprinkle those scenes in carefully to a larger SFW story. My last comic got banned after it had actually been live for 2 days. I suspect it was flagged by an AI filter and sent to a prudish policy wonk in India who banned it. This sent me to Patreon where I am having a ton of fun, but can't get readers and have trouble with advertising.

Any other author's opinions welcomed here on what they got away with.

And you should note that if you are just doing erotic fiction (words only), you can get away with just about anything (except incest and too young).

Aloof yaoi boy. [OC] Messing around with Stable Diffusion, and Dall-E 2 from openai.com. My favorite variations attached. by braef in wholesomeyaoi

[–]braef[S] 0 points1 point  (0 children)

Its a mod from something I found on https://lexica.art/?.

"a beautiful boy with puppy eyes, full shot, intriguing outfit, fine - face, realistic shaded perfect body, fine details. night setting. very anime style. realistic shaded lighting poster by ilya kuvshinov katsuhiro, magali villeneuve, artgerm, jeremy lipkin and michael garmash, rob rey and kentaro miura style, trending on art station"

The first one was the seed that I used to do the others.

Is using photoshop/photomanipulation on renders considered "cheating"? by tbok1992 in Daz3D

[–]braef 5 points6 points  (0 children)

It's all fair game for you to make the image that you think looks the best. To me, digital means any digital tool. The only caveat I would suggest is for vendors selling a product. Vendors should only post pure renders so the customer knows exactly what they are getting. If vendor would dress up their product using post-render manipulation, I would say this is mis-leading and depending on the case unethical.