How to best simulate the Poser Clay, edge blend, and blender nodes in DAZ?

13»

Comments

  • zigraphixzigraphix Posts: 2,787
    edited December 1969

    Anisotropy is broken in Shader Mixer. There's been a bug posted against it, and hopefully that was carried over to the new bug tracker.

    I've been trying to figure out what to use as an equivalent of Ks_microfacets myself. From the definitions I found, Glossy ought to give a similar result, but I haven't had a chance to test.

    More later... I have to move my younger daughter to college today. :)

  • IceEmpressIceEmpress Posts: 639
    edited August 2013

    Oh. I did that with the clay-edgeblend recipe as well since the screenshot given didn't show how it was supposed to interact with the DAZ default...

    I'll have to mess around with that and the black pearl mixer now to fix that...

    one thing you can try is connecting the Granite output to the Layer input on MIx(24) and see what that does for you
    Tried that already, looks like crap if I connect it only to the layer or to both the alpha and layer.

    Post edited by IceEmpress on
  • RarethRareth Posts: 1,462
    edited December 1969

    opal42987 said:
    Oh. I did that with the clay-edgeblend recipe as well since the screenshot given didn't show how it was supposed to interact with the DAZ default...

    I'll have to mess around with that and the black pearl mixer now to fix that...

    one thing you can try is connecting the Granite output to the Layer input on MIx(24) and see what that does for you
    Tried that already, looks like crap if I connect it only to the layer or to both the alpha and layer.

    hard to say, I've have to recreate this and play around with it.

  • IceEmpressIceEmpress Posts: 639
    edited December 1969

    Oh, I also forgot to ask: is there a DAZ equivalent for Colorramp?

  • IceEmpressIceEmpress Posts: 639
    edited December 1969

    Update: Still not satisfied with my Lady Frostwhisper mixers.

    I have three main types now, including a 4th:

    1. The Clay-Edgeblend by Rareth
    2. The Sparkle Blinn-Granite Edgeblend by Kamion
    3. Rareth's Clay-Edgeblend with Kamion's Sparkle-Blinn-Granite-Random mix setup
    4. One created mostly from scratch using Kamion's Sparkle-Blinn-Granite-Random mix setup combined with as close to the original Poser node tree as possible (that thing is a MONSTER)

    Next I'm going to go back to reviewing Rareth's clay-edgeblend, since that one came closest to simulating the blended and self-illuminated look of the original Poser mats.

    The problem I get, once again, is trying to get a good clay-edgeblend look without the sparkles getting too overexposed and whitewashed (although after taking another close look at the promo images, I think I misinterpreted the sparkles as being a much darker green/teal than they actually are) Even then, it still needs a bit of a SSS element to it.

    Haven't worked on my black pearl mixer since first mentioning it.

  • IceEmpressIceEmpress Posts: 639
    edited December 1969

    Ah hah...! I think I'm finally getting close...!
    Last week I PMed Silver over at Renderosity, inquiring about the lighting, if any, she used (as it wasn't listed on the credits-- she told me they were a modified version of the lights that come with the Angel character from Maelwann, but with a :"cooler" feel-- a product I don't currently have, but the response was helpful nonetheless)
    So just now I tried looking at a render of my latest mixer with Sickleyield's Skin Test Light. (Note that what I had had not been made nearly as bright as my other works yet via ambient and refraction)

    The result was fairly close to the promo images, just a tad too bright *probably due to my mixer settings rather than the light-- also because it's omnidirectional unlike the promo images*. YES!!

  • IceEmpressIceEmpress Posts: 639
    edited December 1969

    BTW, can anyone tell me what "Clamp", "Raytype Test", and "If Else" do?

  • Richard HaseltineRichard Haseltine Posts: 102,464
    edited December 1969

    Raytype Test lets you have different properties in different situations -for example, I use itt o make lampshades more transparent to light than they are to cameras so thet the let a reasonable amount of illumination through without having to see the bulb (if there is one) the way real lampshades do. The If brick takes a test result (such as the Ray type) and sends one of two values on depending on its result.

    Clamp is used to keep values within a set range, for example to stop highlights from burning out.

  • IceEmpressIceEmpress Posts: 639
    edited December 1969

    Man, "if else" sounds as complicated as it does versatile...)

    Another question: how do I get Fresnel to work? I've plugged it into reflection and refraction and nothing seems to happen (or was it that it worked on the reflection & refraction node, but when I plugged that into something else, it didn't work?)

  • Richard HaseltineRichard Haseltine Posts: 102,464
    edited December 1969

    I'm not sure, but if you show the advanced options for Reflect and Refract or Trace (from the brick's option menu) there are vector inputs - I suspect you need to feed the reflect/refract vector into one of those and use the amount to blend the results though I haven't had time to poke thoroughly and could be way off.

  • zigraphixzigraphix Posts: 2,787
    edited September 2013

    opal42987 said:
    Oh, I also forgot to ask: is there a DAZ equivalent for Colorramp?

    I think it's Spline:

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/shader_mixer/bricks/dzsplinebrick/start

    Edited to add: also, I've confirmed with the developers that there's no specific equivalent to Ks_microfacets (so try experimenting with other types of Specular bricks), and Anisotropy will be better supported in the next beta of DS.

    Post edited by zigraphix on
  • Eustace ScrubbEustace Scrubb Posts: 2,702
    edited September 2013

    opal42987 said:
    Man, "if else" sounds as complicated as it does versatile...)

    Another question: how do I get Fresnel to work? I've plugged it into reflection and refraction and nothing seems to happen (or was it that it worked on the reflection & refraction node, but when I plugged that into something else, it didn't work?)


    I'm working on the same question: the Fresnel node is a piece of work!

    EDIT: I think I've got a pretty good setup for the Fresnel function now. I'll try for a screenshot when I finish the current render.

    Post edited by Eustace Scrubb on
  • Eustace ScrubbEustace Scrubb Posts: 2,702
    edited December 1969

    Here's what I've got: maybe not too glorious, but it works for my purposes.

    This is used on the center stone in both renders. The perimeter stones have just the Trace and Reflect & Refract nodes. Compare, especially, the fire of the rubies.

    Fresnel_Implementation.jpg
    809 x 455 - 252K
    Diamond_Ring.png
    200 x 200 - 68K
    Ruby_Ring.png
    400 x 400 - 207K
  • IceEmpressIceEmpress Posts: 639
    edited January 2014

    ^^Thank you, Eustace!

    BTW, I'm going to start up working on Lady Frostwhisper again.

    While I'm mostly if not entirely satisfied with what I have so far, I still want to tweak it some more, and make an alternate mixer setup now that I know more about the different math functions (one based even closer on the Poser setup, which includes a Colorramp/Array node)

    Sadly, I'm not sure I can get the beta version of the full mats released before winter ends >_< Though aside from the skin, the rest of Lady Frostwhisper's mats can be accomplished easily with Ubersurface, and are quite simple (the rest are either default setup or default + anisotropy)

    Post edited by IceEmpress on
  • IceEmpressIceEmpress Posts: 639
    edited February 2014

    Actually, it looks like I'm still having more problems than I thought.
    I think I need some help with the mixer.
    I think my problem is that I need a Sum as well as some Compare + If Else nodes for something.

    This is the node tree for the skin mat (I doubt it would be permissible to distribute a list of the mat settings , so I won't list them-- plus it would be a pain in the ass)

    Listing the tree I have so far for the DAZ mats would be an even bigger pain in the ass since I have more than a dozen saved presets as I fiddle around with things.

    Would both a Skin and SSS node be necessary or unnecessary? (I have both at this point) I haven't bothered messing with the colorramp part of the tree (just left that part out and went straight to an imagemap-- Yes, I am aware that the DAZ equivalent of Colorramp is Array.)

    (Edit: It seems I didn't include the image map nodes in my tree. I can modify it to reflect that if truly needed.)

    Lady_Frostwhisper_Poser_Material_Tree.jpg
    432 x 332 - 26K
    Post edited by IceEmpress on
Sign In or Register to comment.