Shader Recommendations for Liquid in 3Delight?
Cowrie
Posts: 146
in The Commons
I could really use some suggestions for a quality shader for clear, viscous liquids that is made for 3Delight, or at least renders well in it. In particular, I need something that would look convincing as saliva. Everything I've seen so far that looks right is an Iray product, so I was hoping the community could point me in the direction of a shader that fits my needs.
Comments
Do those work in DS 4.x, or are they for DS3.x only?
I would probably just use UberSurface by Omnifreaker (free with DS) or the AoA SS Surface shader (also free), maybe find or make some maps for opacity and speculars, use blurred raytraced reflections and refraction with an index of maybe 1.3-1.6, experiment with some maps dropped into the subsurface color slot;)
Not sure what's best for saliva, or what you have tried so far and what you want different from what you have tried. You could start with Glass.duf (from the default lights and shaders). Or you could try modifying one of the shaders from liquid pack ( https://www.daz3d.com/liquid-pack ). There are a variety of free glass/liquid shaders at Rendo. Are you trying to get specific optical effects, close-up or far away, etc.
As far as the effect I'm going for, it's not terribly close-up. I'm trying to convey some "stringy" saliva flying from a character's mouth with the Darkseal's DripZ prop from renderotica, and I didn't like it's default shader.
Well I don't see a problem with using the shaders included with DS. The DS default shader with the glossy plasic lightning model should work just fine, just play with the specular, opacity , reflection and refraction settings. Or as I mentioned if you want to go a step further use one of the sub surface shaders,those give you some more options for finetuning;)
I think I'll try that. Thanks for the help, everyone!
As this is a thread about liquid style shaders for DAZ Studio's 3Delight render engine I need to relate what I'm looking for. I'm sure many here know how realistic the water mats are in Bryce 7.1 Pro. They render out really well, and provide the kind of reflectivity you would expect from water of many different placements. By placements I mean Pools, Ponds, Streams, Rivers, Lakes, Seas, and Oceans. There are Water materials for many of these placements that make it look real. You can even tweak the refraction to match the known indexes for each type. The problem is the amount of memory Bryce can access. If I wish to put a large ship with several textures on it in the water, Like Kibarreto's JetCarrier, (which I just acquired recently), Bryce will not let the fully textured ship complete the import. As that ship has what to me appears to be a watertight hull on its ventral area, I thought, well this ship is like the Helicarrier in Marvel's movie "Avengers". To me Kibarreto's JetCarrier looks much more awesome, which is why I want it in Bryce. But the only way I can get it in is without the texture maps! A study in frustration, I assure you! Bryce being just a 32 bit application, only has access to 2 GB of RAM. So bringing a model like the JetCarrier in with the textures optimized for Bryce causes the application to run out of memory before the import is completed. I know about the DAZ Studio to Bryce Bridge, and yes that happens when I try using it to send the JetCarrier to Bryce by way of that bridge also. With the texture maps, the JetCarrier is just too big in file memory. Getting the model into Bryce on its own without the texture maps is possible, but then I'm left with a big model that has several material zones, with no in application textures to apply to it that will look close to how it does in DAZ Studio!
So what I need is to create my Bryce image as a backdrop for DAZ Studio, but I need the water that I have the JetCarrier settled into to look like it is a seamless continuation of the water in the Bryce generated backdrop. That will take a lot of work to get right, but if I can get some really good water shaders, it won't be as work intensive. So I will be checking into the ones available in The Renderosity Free Stuff. I'll likely be downloading all I can find, as I do not even have one water shader for DAZ Studio at this time. Thanks to tsarist for the link to the relevant page. Hopefully I can make at least one of those shaders work the way I need it to.
Hm, sounds like a complicated method, good luck with that;) Water is in fact a very simple material, it's all about the light and environment reflected/refracted in it, isn't it...
Only thing you need to make convincing water in 3DL is a shader with freznel, (OmUberSurface, AoA SSS, aweSurface), some knowledge of IoR values, and a good displacement map. Foam could be done with a shell and a transparency map + a displacement map, or using a layered shader.
The water plane is a one division primitive. 3DL is good at using displacement.
I already have DAZ Studio Environment Shaders 2, but did not know it included 4 Water Shaders. That said, out of the box, those shaders don't look convincing. I tried doing a reflection in the water type of render, but the object I loaded to be reflected was not reflected. I checked the reflectivity in the shader's edit slider dials, and the reflection was set at 0%, so I reset it at 100%. Still no reflection. Yes my lighting is in place, but for some reason, the shaders are not working as expected. Oddly the Water Materials in Bryce all have reflectivity, with no need to make a reflectivity adjustment. What I want to know is why DAZ Studio cannot do what Bryce can? Not only can Bryce do it; It does it effortlessly, and really well. Yet while Bryce, a 32 bit application is able to do it so well, a 64 bit application like DAZ Studio has trouble doing it? What's wrong with this?
I have the product called Reflect Me for DAZ Studio also, and it can do reflections. But it's reflective surface is made only for mirrors. I have delved into that material, and have been unable to determine what feature makes that possible. Yes Reflectivity is all the way up to 100%, but there is something in the texture that enhances that reflectivity. Can anybody tell me what the secret is?
The models I make and the shaders I make for them can be tweaked easily to produce reflections. I have more or less developed my own way to make that happen. But for some reson doing water that does it well enough is not working for me. I'm losing my hair over this!