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© 2025 Daz Productions Inc. All Rights Reserved.
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Thank you very much! This works perfectly =)
All well and good if you use the DIM, but, what if, like me, you don't!? Back in the days of ArtZone, there used to be links to readme's included in the store description. Yet again assumptions are made. If you use the latest DS then you MUST be using the DIM, well, sorry, but no, that isn't always the case. I do find it infuriating sometimes that people assume we have everything or know everything when nine times out of ten it simply isn't the case. That was why Windows 8 was such a failure because Microsoft ASSUMED everyone had touchscreen laptops and smartphones capable of making use of their flashy Metro interface. They couldn't have been more wrong!
Before companies make all these great technological leaps, they NEED to make sure their customer base are fully ready to make those leaps with them
CHEERS!
I'm glad someone is on the same wavelength as I am!
CHEERS!
Back now to 3Delight and it does intrigue me that they tuck things that make use of 3Delight functionality away in sub menus and panes you otherwise wouldn't open. Scripted rendering looks like the areas on old maps where they'd write "Here be dragons!". And why aren't the lights in Shader Builder just put among the others!? Are they that cool and powerful they have to be hidden away like something from Area 51!? "You ain't permitted in there son! Move along!"
We'd make better use of these things if we could know and understand them from day one
CHEERS!
Mmm, the end of this makes for some interesting reading, in particular the bits about Shader Builder and Shader Mixer:
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log
Prayers answered!?
CHEERS!
Ah? This page is a good start
http://docs.daz3d.com/doku.php/public/read_me/index/start
I got it by clicking Help above, then Documentation and on that last page is a link to the page.
Why "must"? It's only required to get the beta, isn't it? I use DIM in a very limited way - for the beta and bulk unattended downloads. I install content manually, so as to make the folders make sense to me. Because the default paths often don't =)
I agree putting all the readmes online is a bit too irksome for a user who's not online all the time, but I guess it was done so as to allow artists to update them at will.
Of course, linking straight to the readme from the product page would be awesome, but it would be way too much like Rendo LOL
Learning curve, they say. Don't scare new users away, they say.
Why "must"? It's only required to get the beta, isn't it? I use DIM in a very limited way - for the beta and bulk unattended downloads. I install content manually, so as to make the folders make sense to me. Because the default paths often don't =)
I agree putting all the readmes online is a bit too irksome for a user who's not online all the time, but I guess it was done so as to allow artists to update them at will.
Of course, linking straight to the readme from the product page would be awesome, but it would be way too much like Rendo LOL
I was referring to that as an assumption, not to be quoted out of context. When the DIM launched, much like Iray, we were lead to believe it was the next big thing. I, like you, kept my eggs out of that basket. Many others adopted it, thus the assumption that 'everyone' would have could be made.
CHEERS!
Learning curve, they say. Don't scare new users away, they say.
Ah, but if nobody knows the 'training wheels' can be removed, does it really help?
Learning curve, they say. Don't scare new users away, they say.
That's what you're here for, the learning curve hasn't been quite so steep since I found this thread.
CHEERS!
Oh yeah, I saw the layout for Shader Mixer earlier and it's not as daunting as I first thought it could be as it is very similar in layout to the Material Room in Poser and I did spend a lot of time with that when I had it.
CHEERS!
I can't use it to install...simply because, until (and that's not something I'll hold my breath waiting for) every item in the store uses a consistent case for naming, it is totally worthless on a case-sensitive file system. And yes, several folks in positions to do something about it have told me to keep track/send lists...but there's just too damn many differences to keep track of everything. So, it's just for downloading only. There should be a way of scripting the zip process to make a uniform case when it is being packaged...
The readmes being on the product page aren't the only thing I miss...the template files too. That way you could get the templates for disk content items or look at them to make textures/see if the item fit what you wanted to use it for...before you bought it.
I don't use it because I like working with zip files, I know I can put what I want where I want and I know that if there's a mistake I know it's probably me that's made it.
CHEERS!
Okay, thanks for clearing that up. English is a weird language sometimes (but Russian always outweirds it =))
Oh yeah, it's very similar to Material Room. I think there are a tad fewer procedural options - here, it's mostly various noises and bricks with mortar.
That explains why my great-grandmother never spoke it...and why most of my non-English language skills aren't fit for 'polite' company. (several great-grandparents who 'cussed' in their native tongues...especially in the presence of us 'little ones'. My Irish great-grandmother was the best at that).
Oh yeah, it's very similar to Material Room. I think there are a tad fewer procedural options - here, it's mostly various noises and bricks with mortar.
I see, pity about the procedural stuff. In Poser, EZ Skin generated procedural bump maps and they were really nice, better than the ones in Macro Skin that's for sure.
CHEERS!
You had a Russian great-grandmother? =)
The free 3Delight standalone has been updated to 11.0.164! Check out the changelog:
https://3delight.atlassian.net/wiki/display/3DSP/Changelog
What is that outputvolumefragment() function, I wonder. It's been there since version 10 apparently, but that's basically all that I could find about it.
It's for situations when you scale a light but want the intensity to remain constant, right?
But isn't skin-like bump noise-based? There are a handful of noises in the mixer, and they seem to be antialiased nicely.
What mixer does not have is stuff like circles, triangles etc.
But isn't skin-like bump noise-based? There are a handful of noises in the mixer, and they seem to be antialiased nicely.
What mixer does not have is stuff like circles, triangles etc.
There was talk at one point of trying to implement a brick that had some geometric functions/shapes, but I guess it never got anywhere. It was sort of a throw away comment in one of the long brick threads on the old forums. And there are some pretty fun things you can do with the existing bricks and the math functions...but alas, those networks are also lost to the old forum/forumarchive black hole (and one of my old IDE hard drives that I don't have an adapter or motherboard to use them on).
Back then...I was playing around with several Poser networks and converting them to ShaderMixer networks...for the most part, all the pieces were there, it was just figuring out how get them connected in a meaningful manner within the constraints of the DS Default brick..
Yes. Luminance should stay constant, but shadows will be different (sharper/softer).
Got a response from DAZ Support about the ray cache parameter today. It's being pushed as a feature request.
https://helpdaz.zendesk.com/requests/192012
There was talk at one point of trying to implement a brick that had some geometric functions/shapes, but I guess it never got anywhere. It was sort of a throw away comment in one of the long brick threads on the old forums. And there are some pretty fun things you can do with the existing bricks and the math functions...but alas, those networks are also lost to the old forum/forumarchive black hole (and one of my old IDE hard drives that I don't have an adapter or motherboard to use them on).
Back then...I was playing around with several Poser networks and converting them to ShaderMixer networks...for the most part, all the pieces were there, it was just figuring out how get them connected in a meaningful manner within the constraints of the DS Default brick..
Once I get things back together, I'll put together M6 in Poser with EZ Skin and take a screenshot of the bump portion so you guys can have a look. I had a look back through my old Poser pics and found something that looked similar that doesn't appear to use bump maps as you or I know them, I'll put it below.
CHEERS!
Here is what Amy's skin looked like after EZ Skin was done with it. That was the best I'd ever seen it look, that skin looks so natural! If we can get that with DS you'll be winning!
CHEERS!
This was Maya with EZ Skin, if you didn't know better you'd think that was a photo.
CHEERS!
Way too much SSS. The skin practically lost all its subtle details.
Something entirely different.
Umm...that doesn't look like a larch tree to me...
Nice architectural renders.
What lights and any special shaders?
Nah. Still the same old thing. :) Where's that shader you guys have been playing with?
Oh yeah. Lights. 1 Distant light from outside and 1 UE2 light no HDRI. In the second one, I added four linear point lights placed where the lamps are with around 250 cm falloff end.
For the renders below, I added two more distant lights to somewhat mimic more 'wider' sunlight, but ditch the linear point lights.
AO: 1 minutes 43.68 seconds
IDL: 3 minutes 29.93 seconds
Nah. Still the same old thing. :) Where's that shader you guys have been playing with?
Oh yeah. Lights. 1 Distant light from outside and 1 UE2 light no HDRI. In the second one, I added four linear point lights placed where the lamps are with around 250 cm falloff end.
For the renders below, I added two more distant lights to somewhat mimic more 'wider' sunlight, but ditch the linear point lights.
AO: 1 minutes 43.68 seconds
IDL: 3 minutes 29.93 seconds
Drop Kettu a note for the link.
Mine isn't packaged and is still too experimental (in other words I don't have neatly labeled sliders and am playing with more features).
Way too much SSS. The skin practically lost all its subtle details.
Something entirely different.
It was more the procedural bump maps that I was showing, not EZ Skin itself. I'm not sure I even have the scene files for those renders.
CHEERS!
Nah. Still the same old thing. :) Where's that shader you guys have been playing with?
Oh yeah. Lights. 1 Distant light from outside and 1 UE2 light no HDRI. In the second one, I added four linear point lights placed where the lamps are with around 250 cm falloff end.
For the renders below, I added two more distant lights to somewhat mimic more 'wider' sunlight, but ditch the linear point lights.
AO: 1 minutes 43.68 seconds
IDL: 3 minutes 29.93 seconds
Way to go! This really shows what DS and 3Delight are capable of in the right hands.
CHEERS!