AWE Shading Kit for DAZ Studio and 3delight
Introducing a new shader / light kit for DAZ Studio and 3delight - the awe Shading Kit.
https://www.daz3d.com/aweshading-kit-10-for-daz-studio
Complements the AWE Surface shader with various new shaders, figures and props such as the AWE AreaPT light shader so you can use path traced area lights and AWE Environment Sphere shader for more flexible control of your IBL sphere.
Using path traced area lights such as AWE AreaPT instead of illuminance based area lights or point/spot/distant light will cut your render time up to 50%. AWE AreaPT also have support for blackbody / temperature values, color / gel textures, opacity masks, multiple falloffs, 4-way barn door with separate controls for each and separate front/back side controls.
Latest build in DIM compatible installer, including an updated manual for both the kit and the shader.
https://drive.google.com/file/d/1i3P5yVxiS4wZzhdZu6FeLNuiNuIPOAVe/view?usp=sharing
You can find more info and the complete manual here - http://docs.daz3d.com/doku.php/public/read_me/index/55819/start
The freebie AWE Surface shader can be found here - https://www.daz3d.com/forums/discussion/277581/awe-surface-shader-a-new-physically-plausible-shader-for-daz-studio-and-3delight/p1
Comments
AWE AreaPT in action
If you need to simulate a certain light shape, use AWE AreaPT with the included polycount-optimized emitter figures which you can shape into various shapes by manipulating the figure's child bones.
The AWE Environment Sphere shader compliments the included, new environment sphere. This environment sphere has proper normals facing inside the sphere, so textures have correct orientation.
Viewed from the outside
From the inside
You can even rotate the texture across the sphere just by changing its horizontal offset values.
The adjustments you've made will be visible in the viewport and they can even be done when you're doing a live rendering session (IPR).
The AWE Environment Sphere comes with extra options to adjust exposure, saturation, gain and gamma of the IBL texture you're using. You can even apply a blur to the texture without modifying the original texture. Since it's geometry, you can even use multiple environment sphere in your scene.
Both AWE AreaPT and Environment shader support trace group memberships, allowing you to use light linking (for AWE AreaPT) and selective raytracing (for AWE Environment Sphere)
Feel free to post questions or comments on AWE Shading Kit in this thread. If you would like to know more about AWE Surface, you can post it here or on the thread linked above.
Some tips and tricks I've gathered that works with AWE Surface/awe Shading kit. It will likely translate to other renderers using the same workflow (PBR with IOR).
Setting Up (Essential)
Light (for physical plausibility/PBR)
AWEAreaPT Intensity Scale and Intensity Scale Offset settings are based on Exposure Value (EV).
Table of useful EV values
To simulate sunlight with an area light.
With the updated AWEAreaPT, you can actually animate between the above settings if you like.
Specular/reflection for skin
Subsurface tint/color correction for skin
Diffuse roughness.
Hopefully it will help.
Is the free AWESurface Shader included in the commercial kit version? Or does it have to installed in addition to the kit?
Thank you. They look wonderful, and not everyone uses Iray.
Great documentation, wowie!
Oooooh yeah! The Waiting Is Finally Over
That was an instant purchase for me - now I have to dig out the documentation and see, how to use it at its best.
It is included. You do not need the freebie. It also should be a better choice for OSX users, since the freebie is made for Windows.
Thank you, Kevin. Please forgive me if there's some grammatical errors. English is not my native language. I do plan on making some quick tips for users, but haven't had the time to really organize them.
This unfortunately will have to wait until my store credit refills. Thanks for keeping the 3dlight flag up here ;)
Thank you for this thread and thank you for this awesome addition to 3Delight. Once I get my issue with DAZ Studio ironed out I'll dig in and see what I can do with your new offerings for this amazing rendering engine. Thanks again!
thanks for the shader and all its options.
that's a great tool and hem, it needs time to be used correctly.
i have a question when using an environment sphere and an area light from the kit (with headlamp blocker), i have issues to light the environment (very dark).
This does not appear with iblmaster and an area light
Agreed, thanks again wowie! Very Well Done!
Try loading the quick start scene and rendering it. If the render came out pitch black, the files aren't installed properly.
The quick start scene should give you an idea on how to setup the environment sphere and/or the area lightsets/emitters. Basically, if you want to use only the environment sphere, you need to plug a HDRI to the environment sphere shader. Something like what you can see in the surface section in the screenshot below.
If it still ends up very dark, you probably need to raise the gain or exposure of the HDRI. I generally just start an IPR session and change the exposure value of the environment sphere until I get the amount of light I wanted. If you want slightly more GI on objects, you can raise the exposure on the AWE Environment Light (the parent node of the environment sphere) to something like 1.
If you just want a diffuse environment, turn off ambient and enable diffuse on the sphere. You will need to load at least one light.
ok i'll try that, thanks a lot !
Currently working on new features and bug reports. So, if you encounter what you think is a bug, let me know.
Already working on my PC - Physical Camera Controls ( Aperture, ISO, Shutter Time ).
This jumped into my cart as soon as I saw it. Thanks for this great shader!
So how do you create a shadowcatcher with this shader? It seems the shadowmixer version is not compatible, I also tried the IBL-Master version by Parris, and it is ignored. Can you do it using the awe-shader? Or is there any other tricks to get ground shadows when using HDRIs?
Yes. The new path traced area light needs a new shadow catcher shader/material.I haven't got around to it since I mostly don't use it. Mustakettu did remind me to make one, but I never did. I'll try to make one ready for the update.
Bought this the minute it arrived in the store, and have spent the weekend playing with it. Have been very impressed with both the quality of the documentation and the rendered results.
As Sven mentioned, a basic shadowcatcher would be handy and it would be good to have support for normal maps.
On the documentation front, I'd love to see some hints, pointers, advice, further reading on correct use of the coat feature and glossy fresnel etc.
Physical camera controls sound excellent.
Anyway, fantastic work wowie, more power to your digital elbow!
OK. Let me see what I can come up with.
I'll probably post some in this thread. I do wonder what works best though - a by the numbers tutorial or a video? Some people seem to prefer a how-to tutorial format.
Thanks. Although it is integrated in the AWE Surface shader, I've decided to only enable them through the AWE Environment Light. There will be a new option to use camera based exposure setting instead of the current 'general' Exposure dial. Obviously, if you're going to render with a camera, you will need to sync the f-stop. Technically speaking, it's not a 'fully' physical camera since the controls are on a 'dummy' light, but yeah, it should help people who are used to camera based settings.
I’ve picked this up too and would definitely love a shadow catcher :-)
As soon as I get the chance today I’ll start to try and start learning how to use the product. I’m a relatively new Daz user (just about a year now) and so far my 3delight experience has mainly been confined to using it with pwToon and Visual Style Shaders. But I use a Mac and if I can get good fine quality renders with your Awe Shaders @wowie I would be absolutely delighted! So what I would love is some tutorials on using these and how to get the best out of them
Ok. sounds great! And I have to tell you I was totally blown away by the look of my first testrender. Have one cooking, will eventually share;)
Is the skin and the hair is suppose to look like that, or am I missing something.
It is just the awe starter scene with added Sasori - https://www.daz3d.com/sasori-for-kenji-7
Are we suppose to just double click the presets with materials?
Or shall we ctrl click and choose "ignore"?
@Artini I'm doing something similar in that I'm using the start scene as a jumping off point for learning how this works. In my case I've selected the figure and in the surface settings applied the scripts that are included under 'skin'. I've no idea if I'm doing it correctly but I am getting a nice 3Delight image when I render rather than a sparkly one.
Ok, thanks. I have also applied the preset for Genesis 3 to Sasori,
but why am I getting the same sparkly skin on Genesis 2 Female, that was included with the start scene?
I have not changed the settings of her at all.
OH, no support for Normal Maps? YIKES! Need that! Thanks!
On the viewport or on the render? If it's on the viewport, that's because the preset does not override the strength value of the 1st specular lobe, although the lobe itself isn't enabled.
I've not got the same sparkly skin issue @Artini. Shiny yes, but not sparkly. I've been playing around with moving sliders and settings to see what happens ... and dipping in out of the user guide. I think I need to keep this thread bookmarked and pick up the advice that comes along. I think its going to be a bit of learning curve for me but I'm willing to put the time in. At the moment my model's hair looks like cassette tape, lol.
Ok, I think, I got it. ----- One need to use scripted 3Delight.
Below is Victoria 5 Supermodel render. She is happy, that I have found the solution.
Rendering Time: 4 minutes
It was on the render.
First testscene: