Saved shader preset doesn't include custom values?

I'm struggling to save a shader preset. Whenever I do so (select figure, select surface, save as Shader Preset, save), the resulting .DUF file doesn't seem to include any of my channel values.

For example, in the attached screen cap I've set up a material with Translucency Color set to (1, 0.31, 0.23) / #FF9582, but looking at the saved preset, the corresponding JSON element is the default (1,1,1) / #ffffff

     {             "channel" : {                     "id" : "Translucency Color",                     "type" : "float_color",                     "label" : "Translucency Color",                     "value" : [ 1, 1, 1 ],                     "min" : 0,                     "max" : 1,                     "clamped" : true,                     "step_size" : 1,                     "default_image_gamma" : 0,                     "mappable" : true             },             "group" : "/Base/Diffuse/Translucency",             "presentation" : {                     "type" : "",                     "label" : "",                     "description" : "",                     "icon_large" : "",                     "colors" : [ [ 0.345098, 0.5019608, 0.6588235 ], [ 0.5019608, 0.5019608, 0.5019608 ] ]             }     },

Same with any other channel value I've modified. 

What am I missing?

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DS 4.10 / MacOS 10.13.6

Screen Shot 2018-11-03 at 11.12.58 AM.png
1181 x 806 - 256K

Comments

  • Are you just looking at the file, or is it not applying correctly either? If it is applying, have you checked the Animations block, towards the end of the file?

  • MattymanxMattymanx Posts: 6,955

    adenoyd_a38ca3e8b1

    You are looking at the "Material Library" section of the Duf file which is only the first part of the file.  If you scroll down and look for the heading "Animations", you will find all the values for each channel listed there.

  • That was it.blush I wasn't entirely clear on what role the animations section was playing, and I was getting ambiguous results when applying it to another surface, hence trying to analyze the preset content.

    Thanks!

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