Volumetric Effects in Daz Studio.

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  • Thought I would have alook. Have installed DS 4.16.0.3, but I am unable to locate the required shader mixer bricks.

    Does anyone know where the bricks are?

    Texture 3D Instance

    Lookup Volume Coefficients

    Uber Add Inhomogeneous Volume

     

    It is also stated in the documents that a new "shader preset" will be added containing those bricks. As it is not there, do I presume that the "default resources" package as not yet been updated?

  • stem_athome said:

    Thought I would have alook. Have installed DS 4.16.0.3, but I am unable to locate the required shader mixer bricks.

    Does anyone know where the bricks are?

    Texture 3D Instance

    Lookup Volume Coefficients

    Uber Add Inhomogeneous Volume

     

    It is also stated in the documents that a new "shader preset" will be added containing those bricks. As it is not there, do I presume that the "default resources" package as not yet been updated?

    You need the Public Build (the beta), not the General Release.

  • Richard Haseltine said:

    You need the Public Build (the beta), not the General Release.

     Thanks for the info.

     

    It is a bit confusing. The volume addition is logged as being added to DS (build) 4.15.1.96. So why not included in 4.16?

     

    Ah well. As I unable to download via DIM to get the beta. I will remove 4.16

     

    Thanks

  • QuasarQuasar Posts: 650

    stem_athome said:

    Richard Haseltine said:

    You need the Public Build (the beta), not the General Release.

     Thanks for the info.

     

    It is a bit confusing. The volume addition is logged as being added to DS (build) 4.15.1.96. So why not included in 4.16?

     

    Ah well. As I unable to download via DIM to get the beta. I will remove 4.16

     

    Thanks

     Is DIM broken for you? I downloaded the beta with DIM yesterday, but I know it doesn't always work right for everyone.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,494
    edited February 2022

    so how do we create a simple volumetric shader?

    I did actually open shader mixer but it left me stumped as always

    I am not great with node editors but most other softwares at least give the useable options draging a cord out from a brick

    In DAZ one has to know what can be linked or not, I of course have no idea

    I got as far as adding the parameters to the user parameters cheeky

    what do I stick on the other end? surprise

    and also what do I apply it to?

    OpenVDB in other softwares is a "mesh" not a Shader

     

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    Post edited by WendyLuvsCatz on
  • AllenArtAllenArt Posts: 7,169
    edited February 2022

    Newest beta (just released the last couple of days I think):

    Regular Iray Uber shader. The only slots with values are:

    Refraction Index: 1.00 (this is the IOR of air) 
    Refraction weight: 1.00
    Thin walled: Off
    Transmitted Measurement Distance: 30.00
    SSS Mode: Chromatic
    Scattering Measurement Distance: 25.00
    SSS Color: .54   .54   .54
    SSS Direction: .50

    That's it. The second image has a sphere in the center so you can see the density better. Only way I know of to do it with a shader. Mesh is anothers story. LOL If they're adding voxels, it's either not in the current beta available to us or it's a PA-only thing. I suspect the latter. There is nothing I can find in the beta that will create a voxel mesh.

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    Foggy volume sphere.jpg
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    Post edited by AllenArt on
  • So it's pretty much what I kinda figured. A vendor is going to need to come along and simplify this.

    We need tutorials on unlocking this , like dForce...has...entire courses dedicated to getting solid results....mastery, even.

    And a slew of vendor products that turn all those APIcalls (I think that's what I mean...maybe) into sliders...and ship with a bunch of presets.
    Dense fog, ground fog....far atmosphere...large cubes....small cubes....dispersion etc....

  • jag11jag11 Posts: 885
    edited February 2022

    WendyLuvsCatz said:

    so how do we create a simple volumetric shader?

    I did actually open shader mixer but it left me stumped as always

    I am not great with node editors but most other softwares at least give the useable options draging a cord out from a brick

    In DAZ one has to know what can be linked or not, I of course have no idea

    I got as far as adding the parameters to the user parameters cheeky

    what do I stick on the other end? surprise

    and also what do I apply it to?

    OpenVDB in other softwares is a "mesh" not a Shader

     

    1.  Save the Scene file in Scenes folder on your Content Library
    2. Download bunny from https://www.openvdb.org/download/
    3. Extract the bunny to your favorite location
    4. Open Scene on Daz Studio.
    5. Select Camera on viewport
    6. Enable Iray on viewport
    7. Select Volume in the Scene pane (thx barbult)
    8. On the Surfaces tab, under Volume category, change Volume File property and select your bunny.
    9. Start playing with the density multiplier, higher values make volume denser or "solid".

    Have fun.

    duf
    duf
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    2022-02-09 111105 Settings.png
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    Post edited by jag11 on
  • AllenArtAllenArt Posts: 7,169
    edited February 2022

    jag11 said:

    WendyLuvsCatz said:

    so how do we create a simple volumetric shader?

    I did actually open shader mixer but it left me stumped as always

    I am not great with node editors but most other softwares at least give the useable options draging a cord out from a brick

    In DAZ one has to know what can be linked or not, I of course have no idea

    I got as far as adding the parameters to the user parameters cheeky

    what do I stick on the other end? surprise

    and also what do I apply it to?

    OpenVDB in other softwares is a "mesh" not a Shader

     

    1.  Save the Scene file in Scenes folder on your Content Library
    2. Download bunny from https://www.openvdb.org/download/
    3. Extract the bunny to your favorite location
    4. Open Scene on Daz Studio.
    5. Select Camera on viewport
    6. Enable Iray on viewport
    7. On the Surfaces tab, under Volume category, change Volume File property and select your bunny.
    8. Start playing with the density multiplier, higher values make volume denser or "solid".

    Have fun.

    What shader is this? Because this does not show up in my Iray Uber Shader stack. I am using the Public Beta 4.16.1.43

    Post edited by AllenArt on
  • jag11jag11 Posts: 885

    AllenArt said:

    What shader is this? Because this does not show up in my Iray Uber Shader stack. I am using the Public Beta 4.16.1.43

    It is a setup scene, with a cube(volume) with the shader already applied. You won't be able to see anything until you load the Volume File(VDB). All you have todo is load the .vdb file and play with properties.

    I did'nt include a VDB file as they tend to be very big.

  • AllenArtAllenArt Posts: 7,169

    I'm not finding anything like what you're describing. I can't even import a .vbd so **shrug**

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,494
    edited February 2022

    I will try it when I can but Windows 10 is driving me nuts with updates,

    I already lost hours of work on something else

    doing it's third update right now crying

    my shader applied to a primitive from shadermixer has those slots too BTW and I can add a VDB but it doesn't show it, just the primitive shape

    I have heaps, the samples jag11 linked, my own Blender cache and Carrara octane exports and Embergen examples 

    I have turned them into obj series in Blender too which are interesting if not volumetric 

    mine mostly animated  series, since animating DAZ shaders needs scripts I imagine this is the same.

     

    will eventually try your scene when Microsoft stops torturing me

    Post edited by WendyLuvsCatz on
  • Any idea where or how to hook up DzMdlMaterialVolumeGetEmissionIntensity (Material Volume Get Emission Intensity) for creating fire?

  • an Embergen Gasoline explosion sample

    as is,

    densitity multiplier 1

    and Octane Carrara render

    yes he's a bit chunky wink

    and no sadly I cannot export the Carrara clouds,

    shame that would have been cool in D|S

    I may have exported a Carrara scene as an ocs and used the Octane Standalone, I cannot remember, I did think I exported a cloud once for some reason

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  • barbultbarbult Posts: 24,736

    jag11 said:

    WendyLuvsCatz said:

    so how do we create a simple volumetric shader?

    I did actually open shader mixer but it left me stumped as always

    I am not great with node editors but most other softwares at least give the useable options draging a cord out from a brick

    In DAZ one has to know what can be linked or not, I of course have no idea

    I got as far as adding the parameters to the user parameters cheeky

    what do I stick on the other end? surprise

    and also what do I apply it to?

    OpenVDB in other softwares is a "mesh" not a Shader

     

    1.  Save the Scene file in Scenes folder on your Content Library
    2. Download bunny from https://www.openvdb.org/download/
    3. Extract the bunny to your favorite location
    4. Open Scene on Daz Studio.
    5. Select Camera on viewport
    6. Enable Iray on viewport
    7. On the Surfaces tab, under Volume category, change Volume File property and select your bunny.
    8. Start playing with the density multiplier, higher values make volume denser or "solid".

    Have fun.

    Thanks for this. How on earth did you figure this out???? I would add step 6.5 Select Volume in the Scene pane.

    Bunny

    Bunny VDB jag11 example.jpg
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  • barbultbarbult Posts: 24,736

    @jag11 why do the VDB files look so much lower resolution in Daz Studio than the example shown on the OpenVDB download page. I downloaded one of the smoke ones, and it looks ridiculous in DS.

     

    Smoke VDB.jpg
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  • barbult said:

    @jag11 why do the VDB files look so much lower resolution in Daz Studio than the example shown on the OpenVDB download page. I downloaded one of the smoke ones, and it looks ridiculous in DS.

     

    Try lowering the density.
  • StonemasonStonemason Posts: 1,195
    edited February 2022

    yea,lower the density and also set scattering and absorptian offset to black to get rid of the blocky look

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    Post edited by Stonemason on
  • AllenArtAllenArt Posts: 7,169

    Could someone point me to where I can find this "scene" file? I've looked everywhere and the only thing I've found even remotely similar is something in the scene folder for smoke volume, which I'm pretty sure is for 3DL.

  • AllenArt said:

    Could someone point me to where I can find this "scene" file? I've looked everywhere and the only thing I've found even remotely similar is something in the scene folder for smoke volume, which I'm pretty sure is for 3DL.

    jag11 made a duf, refresh with f5 if not showing under their post 

  • barbultbarbult Posts: 24,736
    edited February 2022

    AllenArt said:

    Could someone point me to where I can find this "scene" file? I've looked everywhere and the only thing I've found even remotely similar is something in the scene folder for smoke volume, which I'm pretty sure is for 3DL.

    @AllenArt the attached screenshot shows where I got the scene file. It is attached here in this forum thread,

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    Post edited by barbult on
  • barbultbarbult Posts: 24,736
    edited February 2022

    Oh my! Thank you @RobotHeadArt and @Stonemason those tips were wonderful. How do you guys know these things? Where can a user find information for using these new capabilities?

    Edit: Added a second render with a plain background to make th smoke more visible.

    Smoke VDB again.jpg
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    Smoke VDB again dark background.jpg
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    Post edited by barbult on
  • jag11jag11 Posts: 885

    Stonemason said:

    yea,lower the density and also set scattering and absorptian offset to black to get rid of the blocky look

    Wow. Looks awesome.

  • jag11jag11 Posts: 885

    Thanks for this. How on earth did you figure this out???? I would add step 6.5 Select Volume in the Scene pane.

    Bunny

    I've Just followed the instructions in the change log (pointed at by Richard) and started changing values.

  • barbultbarbult Posts: 24,736
    edited February 2022

    Where does the "Daz Default Material" shader used in the jag11 sample scene come from? Did jag11 build it in Shader Mixer, or is it included some place in DS 4.16.1.43?

    Rhetorical question: Why dioes Daz put so much effort in to adding features to DS and not bother to inform users of how to find and use those features?

    Edit: Eereading through the first page of this thread (now that I have some experience with using this, it makes some more sense), I think what happened is that jag11 read the change log and created the shader used in the example. I think maybe a shader will be included in the DS Default Resources when the beta is promoted to release.

    Post edited by barbult on
  • barbult said:

    Where does the "Daz Default Material" shader used in the jag11 sample scene come from? Did jag11 build it in Shader Mixer, or is it included some place in DS 4.16.1.43?

    Rhetorical question: Why dioes Daz put so much effort in to adding features to DS and not bother to inform users of how to find and use those features?

    I have always wondered that

    If I want to build shaders/materials in Unreal Engine or Blender there is always some Indian Guy waaaaay smarter than anyone I know who has a Youtube Video yes 

  • barbultbarbult Posts: 24,736

    jag11 said:

    Stonemason said:

    yea,lower the density and also set scattering and absorptian offset to black to get rid of the blocky look

    Wow. Looks awesome.

    Yes, Stonemason's clouds look great!

  • jag11jag11 Posts: 885

    barbult said:

    Where does the "Daz Default Material" shader used in the jag11 sample scene come from? Did jag11 build it in Shader Mixer, or is it included some place in DS 4.16.1.43?

    Rhetorical question: Why dioes Daz put so much effort in to adding features to DS and not bother to inform users of how to find and use those features?

    I built the shader from scratch in Shader Mixer. The Daz Default Material came with the first release of Iray. The Shader Mixer is the visual alterative way to define an Iray material, the other way is writing it in a text file called a MDL (Material Deinition Language).

    There is an MDL Handbook. By reading it I started to tight some knots between Iray and Daz Studio.

    https://raytracing-docs.nvidia.com/mdl/index.html

  • barbultbarbult Posts: 24,736

    jag11 said:

    barbult said:

    Where does the "Daz Default Material" shader used in the jag11 sample scene come from? Did jag11 build it in Shader Mixer, or is it included some place in DS 4.16.1.43?

    Rhetorical question: Why dioes Daz put so much effort in to adding features to DS and not bother to inform users of how to find and use those features?

    I built the shader from scratch in Shader Mixer. The Daz Default Material came with the first release of Iray. The Shader Mixer is the visual alterative way to define an Iray material, the other way is writing it in a text file called a MDL (Material Deinition Language).

    There is an MDL Handbook. By reading it I started to tight some knots between Iray and Daz Studio.

    https://raytracing-docs.nvidia.com/mdl/index.html

    Thank you for your generous contributions of scripts, scenes, and instructions in this forum. I also found your ghost light fixer to be very handy. It beats adding parameters by hand to each ghost light you want to fix. Running your script works very well. You do a good job of converting change log techno-speak into something a regular user can use.

  • jag11jag11 Posts: 885

    barbult said:

    Thank you for your generous contributions of scripts, scenes, and instructions in this forum. I also found your ghost light fixer to be very handy. It beats adding parameters by hand to each ghost light you want to fix. Running your script works very well. You do a good job of converting change log techno-speak into something a regular user can use.

    I am guilty of all charges. wink

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