Procedural textures with Iray in DAZ3D with Shader Mixer
misha_6943f97b67
Posts: 6
My point is, that with all the tools, even free stuff, we can make wonderful image textures in zero-time. But...we have iray and MDL. Yep, it is hard, we need some sort of manual, everyone of us. But it works. No image files used, only node fun (hahaha) in Shader Mixer. AND - for DAZ3D coders - WE NEED THE MANUAL FOR NODES!!! :) (I did this crap below only because i use other stuff AND I'm a POV-RAY veteran :-D) BTW, on torus only one shader was used, hand-controlled parameters changed.
torus_procedural_5.jpg
1280 x 720 - 428K
torus_procedural_2.jpg
1280 x 720 - 425K
torus_procedural_3.jpg
1280 x 720 - 447K
torus_procedural_4.jpg
1280 x 720 - 449K
Post edited by misha_6943f97b67 on
Comments
I remember PovRay, the real raytracing render, younglings still thinking on Nvidia as the creator of Raytracing mode. What would you need to understand about iray nodes with all your experience? I'm curious.
I remember povRay, I think, from '90 & '91 although I didn't try using it because the only computers I had access to were SunStations to do my programming homework. I also vaguely recall in my CS545G Computer Graphics course that the University of Utah was a 'hot spot' for 3D IR&D.
Well, precisely, when working with Shader Mixer, it would be great to have some sort of searchable catalog/handbook/manual of built-in nodes, functions etc. And a live preview of single modules in Iray mode could speed things up a lot. :)
I activate the shader mixer panel and you're right, the live preview is not working on any node section.
manuals and catalogs are one of the most forgotten things here. but if I can recall there is a genious on shaders named @Mec4D can for sure is a master on this shader things...
https://www.daz3d.com/forums/discussion/242936/an-iray-shader-mixer-cookbook/p1
Yes, it was my starting point - Mephoria did a great job! My point is, that some of modules, nodes and parameters have been named "not-so-intuitively", at least for me, because I'm used to straightforward names. For example - still my torus shader - when I wanted to work with opacity/transparency, the most obvious choice was "Add Cutout" module. But it works on the whole surface, not per point/uv. To make only parts of my shader transparent I had to find out, that "Refraction weight" parameter (in PBR bases) was responsible for transparency per point/uv. It took me a few harsh words to get it working :-D. "Refraction weight", really? Why not "Opacity" :-D and I'm still unsure, if I got things right. But it works, anyway. That's why some sort of programmer's manual/documentation would make things easier.
Oops, I did it again. ;-) It works. Procedurals only, no tiling used. :D
[AAAAAAND] , the immortal torus,with one node changed from sinus to arctan :-D