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Pretty sure you need the vMaterials library discussed/linked to here.
I started going through the MDL documentation to compile a big list of what every node does, but...
Well, there are a lot of them.
But, for this case, two of the three nodes ("User Parameters" and "Thick Transparent") are both in the sidebar of the picture, and the third can be found by expanding "Root".
No, those are all native Daz Studio nodes. The vMaterials library are all implemented with the Custom MDL node.
Thanks Margrave ... that's my project for tomorrow!
So, I tried, but stillhave something I can't figure out...
I have all three bricks, but the User Parameters one doesn't have VolumeScattering nor IOR when I load it,....nor can I figure out where to find them or how to add them as a parameter in the User Parameter brick. Add User Parameter under UserParameters hasno such options (only Float, Int, Bool, Color, Enum, Image, String, and File).
Also ,I am unable to run a connector between the Bricks. When I click the output (of Thick Translucent) and try to connect it to the input (of MDLSurface), nothing happens...no connector appears.
If the answer on the missing Scattering and IOR outputs is to crearte themoneselffrom User Parameter: AddUser Parameter: Float, I tried that (renamed the"Values" and changed "Float values" to NOT percentage), however (1) the "F" outputs are not green like yours (thea are grey and pink), and regardless, I still can't figure out how to connect the bricks ... no connector "string" pops up regardless of what I try. ... but I was able to connect the bricks simply by adding a numeric value to the two parameters I created.
Was my assumption above about creating ones own parameters correct?
What am I missing?
fiddled with the input numbers .. it's working now .... G O D R A Y S .... THANKS!!
I went over this previously in the thread, but to create a variable inside User Parameters, you need to take the input (from Thick Transparent), and connect it to the V(ariant) output socket. That will automatically create a variable field.
Also, as far as I can tell, the connector colors are meaningless.
The connector colors are pretty :-) You can right-click on them and change them to any other color you like too.
I did a lot of conversions with the older release of vMaterials ... anytime a shader would not load it was usually because of a name issue. D/S will not accept bricks with spaces and/or certain funky symbols.
The function of the connector colors is for visual tracking: they serve no other purpose. Because if you have a very big shader, like one I did a few years ago for Iray & 3Delight gemstones, you absolutely must be able to tell where things are plugged in, and which cord goes to what variable. It starts to look either like a plate of rainbow pasta, or a knitting basket that the cats have been in. And sometimes the line stretches the width of the shader map.
I started converting some of the materials I made for blender.
The first is chipped/cracked paint. Have (up to now) just made the procedural masks/bumps with simple materials. I can change the size/amount of chipped paint, and size amount of paint left, with cracks filling in between.
I need to make some materials and then add procedural dirt/imperfections.
Hello, is there an equivalent to the Blender Magic Texture node and to the Texture Coordinate node? More precisely, I am searching for an equivalent to the combo Texture Coordinate + Mapping + Magic Texture + Bump nodes (+ Principled BSDF, of course).
Thank you in advance for your answer!