Shader Rotator
jedijudd
Posts: 606
in The Commons
https://www.daz3d.com/shader-rotator this looks very useful somthing I thought Daz should have had in the firrst place
Comments
Yeah, why use the free LIE feature when you can buy something that does the same thing?
The LIE feature won't rotate normals or cutouts.
...plus the LIE can be very frustrating to use to get things just right
Would be nice to see this expanded to allow the user to input custom angles.
Script creators seem to frequently offer tools they originally made for their own convenience, packaged with a nice UI. You can do this in an image editing program, too, but this automates a lot of steps like reloading the maps and saving everything without leaving Daz Studio.
Would also love to see it expanded to allow for custom angles!
The LIE may come free with Studio, but it's slow and jerky and limited. The surface utilities I've used from V3D have been great, and do what I want quickly. A full shader rotater sounds great and I will happily pay for something that streamlines a time-consuming process by handling all of the maps in one go, and automatically does all of the bits that I really hate (like loading half a dozen individual maps one by one on each of multiple surfaces). I've got a buttload of really nice wood shaders that somehow all run in the wrong direction for the furniture that I want to use them on.
Sure it will. I just loaded a hair shader onto a primitive plane and without problems rotated the diffuse-, opacity-, bump-, displacement- and normalmap 90 degrees. But yeah it required 5 clicks so maybe the rotator is money worth? To each their own;)
I suspect it's worth it for people producing saleable work. For hobbyists who don't have to account for each second charged to a piece of work, it's not needed. When I saw it, I thought 'Pro-GraphicArtist Only' and reading the details convinced me further.
Regards,
Richard.
Given how many maps that can go into making up a surface, I wholeheartedly love the idea of this shortcut.
double post
Just for information, it not only rotates the maps, but it also bakes and saves them in a folder, so that you avoid the weight of the LIE (if you rotate manually by LIE) when loading scenes. After that, a lot of script don't do much more that what you can do manually, but do them much faster, more efficiently, inducing a gain of time and work for the users. But yes, you could also rotate the maps manually one by one, surface by surface, if you have time and patience to do this. In brief, take it only if you need it.
Patience is my middle name...nah only kidding, thinking of wishlisting it now
I understand :)
I lack of time and have no patience.... And this project was a user request of someone having no patience at al XDl. Patience is a virtue which seems to fly away from me each time I try to get closer to it...
I'll just add my $.02
Daz CAN do a lot of things... Problem is, I often don't know what it is that I am trying to do. For example, in our case above, I might have a article of clothing that I want to change the direction of the pattern, but until this thread, I wouldn't have known where to look. I probably would have sheepishly opened my surface tab, and then immediately been intimidated by the 68 different option dial there and gave up and just picked a different outfit.
Now I know that I "might" be able to do it in the LIE (area? Tab" Dial?, carpet?)
So, I'll eventually get around to trying to find a thread here at the forum that explains it, or a you tube video that I could watch.....
In the mean time, $13 for the snazzy program... hmmmmm.....
Your Mileage May Vary, of course
it's the same as animated textures, DAZ obviously has the functionality to do it but it needs scripts free and paid to actually do it, likewise vertex deformation, particles, landscape and tree generation, volumetrics, my preferred program Carrara does all that.
DAZ studio, while free, developers have to add basic features available in paid softwares (or difficult to use ones like Blender) and we pay for their work in doing so.
I manually add all my lights for Filament too but there is a script in store for that.
I have little money but am very very time rich so yes each to their own.
I understand your time rich considerations :) That's great some people still have time! I am a bit jaleous :)
Just for information, if there are any technical of information questions, the main thread for this purpose is here: https://www.daz3d.com/forums/discussion/466121/shader-rotator-commercial#latest
It will be more efficient to gather answers. Yes because efficiency is one of my issue, me the poor time poor.... XD
Looks like a great product. I use shaders a lot, and very frequently come across one that I'd like to reposition, but due to the time it would take, I just choose a different shader.
Leaving aside the qualities of this product, the name reminds me of Ron "Tater Salad" White (not safe for tender ears or most places of employment).
I've been retexturing everything for my scenes the past month or so with stuff from Quixel and I can't tell you how many times I've said out loud, man, I wish there was something that I could just click and rotate a texture that's the wrong way. This is going to make life so much easier!
Thank you for this. It will save me a lot of side trips into Photoshop.
Now one only wishes that it supplies a thumbnail of the rotated version so one can just go and choose that in the first place next time. (Or does it?)
You should place a link to the store page in your opening post in that thread. That way, the link will show up for people using the Daz browser add on. I would also wager that people using the browser add on would be more likely to purchase such an item than the average user. I came to this particular thread through the store page link thanks to this add on.
My Man Outrider42!
Not to derail the thread, but this is a pet peeve of mine..
"Hey, you should check out this incredible product!!!!"
32 pages & over 1300 replies, yet not one link to the product... sheesh.
Done! The link is added in the commercial thread. I ignored that the browser add-on could do that, thank you outrider42 for this information. In general I automatically add the link it because I prepare my forum page a few days before the release, but this time it was a "suprise-release" for me and the forum text was not ready. Just to explain the reason why: not ready, I forgot it.
...apologies for the thread necromancy, but...
Is there any way to "zero out" or reset the rotator to use it again in the same session?
When I tried it a second time in the same session on the same clothing with another shader file I received a message that the rotation had completed. When I applied a new shader to the different parts of the clothing it al was oriented the same way instead of how I set it up. , I had to save close the scene and then the work session. to get it to work again.
Do I have to save the shaders somewhere after rotation to a folder. The default location that pops up in the Rotator is in the documents folder on C: but I never save any Daz work or scene files there as I have a small boot drive just for programmes and system utilities. I created a folder on my Daz library drive but nothing shows up in it afterwards.
Ok, first thing you have to do is to specify in which folder you want the rotated images to be saved. It is made via the button at the top of the interface.
Once this folder is defined, the checkbox below allows you to say it you want to take the "runtime/..." of the current images to add them as a subpath of the folder you chose above. If you uncheck this button, then the images will be right under the folder you chose via the top button. Otherwise a runtime structure will be used in this folder. If the original images are not in a runtime folder, then it is better to uncheck the checkbox (I think I have some internal ways to handle that but I don't remember right now - and my Daz Studio is busy). You can choose any folder you want, even on an external hard drive if you prefer to save space on your computer.
If you want to "zero out" your shaders, you can either undo, OR reapply your initial shader, OR re-rotate with an angle equal to 360 minus your initial rotation angle (so that the final rotation is 360, being the sum of your two rotations, so you came back to the initial shader look but with rotated map up to 360).
Let me know if it helped!