Depth Shaders. Is there a read-me?

https://www.daz3d.com/depth-shaders

I just picked this up and cant find the read me.does anyone know where I might find one?

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Comments

  • StratDragonStratDragon Posts: 3,249
    edited June 2020

    I contacted the developer, they have not responded at this time. I don't expect one right away so in the mean time does anyone have this product and can they point me to the steps needed to make it work?

     

    Post edited by StratDragon on
  • chris-2599934chris-2599934 Posts: 1,835
    edited June 2020

    Well, according to the readme, "Simple instructions to help you get the full use of this product are included in the ReadMe," which is helpful. I think what it's talking about is this bit:

    Use the depth groups to organize your props by depth in relation to your camera. Larger scenes may use all 12, smaller scenes may only use two or three. Start with props or surfaces closest to the camera, put those props into the 01 depth group and so on. Keep track by turning the group off once you’ve put props into it. Leave a few objects in the foreground with no Depth Shaders applied. Once your props have been organized you can apply the shader that matches the depth group name.

    I think this means you have to manually assign everything in your scene to a group, based on its distance from the camera. Then you select all the items in the group and apply the relevant shader to them - which tweak their surfaces to make them progressively greyer.

    I don't own this product, so I've never used it, but it all seems rather laborious. Plus it'll have problems if your items are already using the top coat or backscatter channels for something else, or if you're using instances to scatter the same object (with a single set of surfaces) far and wide across your scene.

    For another (maybe better) way to achieve the same effect, take a look at my tutorial on depth canvases.

    Post edited by chris-2599934 on
  • StratDragonStratDragon Posts: 3,249

    Well, according to the readme, "Simple instructions to help you get the full use of this product are included in the ReadMe," which is helpful. I think what it's talking about is this bit:

    Use the depth groups to organize your props by depth in relation to your camera. Larger scenes may use all 12, smaller scenes may only use two or three. Start with props or surfaces closest to the camera, put those props into the 01 depth group and so on. Keep track by turning the group off once you’ve put props into it. Leave a few objects in the foreground with no Depth Shaders applied. Once your props have been organized you can apply the shader that matches the depth group name.

    I think this means you have to manually assign everything in your scene to a group, based on its distance from the camera. Then you select all the items in the group and apply the relevant shader to them - which tweak their surfaces to make them progressively greyer.

    I don't own this product, so I've never used it, but it all seems rather laborious. Plus it'll have problems if your items are already using the top coat or backscatter channels for something else, or if you're using instances to scatter the same object (with a single set of surfaces) far and wide across your scene.

    For another (maybe better) way to achieve the same effect, take a look at my tutorial on depth canvases.

    if that is the case it is alot of work involved.I was under the asumption you assigned the group and it managed the items in the group. in this case the group is simply a null and doesn't appear to be much else. I'll check out the tutorail, thanks!

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