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© 2025 Daz Productions Inc. All Rights Reserved.
Comments
Try Shader Presets > Shader Builder > Light in the Content Library (not Smart Content)
Strange, I don't have a light folder in the shader builder folder.
The only folder I have inside shader builder is "surface" and the only thing inside that is "daz power".
Well, back to some fun...
I've been playing with the shader on different figures...and I think it's a winner.
Strange, I don't have a light folder in the shader builder folder.
The only folder I have inside shader builder is "surface" and the only thing inside that is "daz power".
Hmmm...not sure where they came from, because this was a fresh install.
And another one...slightly different settings...
Strange, I don't have a light folder in the shader builder folder.
The only folder I have inside shader builder is "surface" and the only thing inside that is "daz power".
Hmmm...not sure where they came from, because this was a fresh install.
Which version of DS are you talking about!? There's nothing like that in 4.7.
CHEERS!
They originally were part of the Scripting kit, I believe, way back when. This time, though, I didn't install any old stuff or use a saved Content folder. When I installed on this machine, it was a clean, fresh install...so I'm not sure where they came from now.
EDIT:
Check in Shader Builder > Light...they may be uncompiled and won't show in the Content until they are.
I don't have a Shader Builder directory anywhere only Shader Mixer.
CHEERS!
Not a Shader Builder directory...the Shader Builder tab.
Then, once a shader from Shader Builder is compiled, you'll have the Shader Builder directory in Shader Presets.
And here's this little guy...one of the things that I am finding, this shader is a lot easier to come up with SSS materials for non-humans/toonish characters than any of the other current SSS shaders.
As Mjc says, you need to open the Shader Builder tab; here is how you should be able to get to it regardless of "workspace"/"style":
Dear Rob,
If there is a chance to get the answer to the "Why introduce a whole new renderer in the form of Iray instead of a few new shaders and render setting switches for 3Delight" question, it would be awesome to hear it.
YESSSS!!! Now here's to hoping it won't get reintroduced for the general release =D
Oh sure, just think about PRMan's new RIS framework and its C++ shaders =P
What I mean is that historically, the line has always been clear - in the professional CG world. But not here. The only reason I could come up with is that damned Poser legacy - where there is no real delineation between "shaders" and "materials" because, well, shading networks are comped in the Material room, and that's that.
A side project... learning more about NPR - non-photorealistic rendering. A sort of a toon shader that you can use a texture with to make hatching in screen space. It's just the beginning; I will have to get rid of the "negative" hatching on the lit side.
...the fun thing is that you can have this toon look _and_ physically based looks in the same render, done at once =)
Yeah, those light shaders need to be compiled before being available.
I checked in 4.8 to see if they were there.
OK. I'll do that. Maybe now that Rob is following the thread, the reports/request gets more traction.
Not a Shader Builder directory...the Shader Builder tab.
Then, once a shader from Shader Builder is compiled, you'll have the Shader Builder directory in Shader Presets.
Ok, found the tab, I had to put it at the bottom as it squishes my viewport. So, how do you get this light in as there isn't one like you describe in the light directory.
CHEERS!
Right click on the icon in Shader Builder and hit Compile Network. That will compile the shader and create the necessary support files.
I don't have DzShaderLightIBL though all I have is DzIBLLlight.
CHEERS!
EDIT
I did find Uberlight though, that looks interesting.....
Weird, I found it in Daz 4.6, but nothing in 4.8.
Also, I can't compile Kettus EnviLight2 shader in 4.8.
I'm not sure if this is just my install, or if sonething is wacky in the 4.8 beta.
Weird, I found it in Daz 4.6, but nothing in 4.8.
Also, I can't compile Kettus EnviLight2 shader in 4.8.
I'm not sure if this is just my install, or if sonething is wacky in the 4.8 beta.
No. you can't compile anything except surface shaders in 4.8. Shader Builder is broken until the NEXT release (probably the full/non-beta release). The fix is listed on the change log AFTER this last (4.8.0.44) release.
Look here, folks! This is from the PDF DS4.6+ documentation (I had no idea it existed before I found it in the 4.8 beta thread... weird, huh?), and it's beautiful!!
Here's the file: http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/start
When it comes to the store, I just did a search again. Half the products labeled as "shaders" are shader presets (the majority of the other half is shader mixer networks, but these are technically shaders, and yes sometimes I will buy those). Sometimes you can tell by the product description what that is, but sometimes you can't. Besides, I can't get why there can be "shader presets" mentioned in the description, but "shaders" stated in the product name. Is it, I don't know, for marketing appeal?
I'm probably a very weird customer, but I prefer to know exactly what I am buying. And I prefer to spend as little time as possible actually figuring out what the true nature of the product is.
No. you can't compile anything except surface shaders in 4.8. Shader Builder is broken until the NEXT release (probably the full/non-beta release). The fix is listed on the change log AFTER this last (4.8.0.44) release.
Thanks for the heads up. I'm using the 4.8 public beta and it's good to know these things as I start on my journey.
This reminds me of when the AoA SubSurface shader came out and there were loads of character textures saying they had subsurface shader presets. Nine times out of ten they were HSS or UberSurface and not the AoA. I caused a big stink by saying that vendors should be much clearer about which shader there were presets for.
It would appear that the practice still continues as the blurb for Darius 6 says it comes with Daz Studio Subsurface Material Presets. I would assume they are for the AoA shader as the majority of Daz G2 materials are, BUT, why not say that it's the AoA shader they're for!?
As you and I actually prefer to use UberSurface2 it would be nice if we could know going in exactly which shader there are presets for when it comes to advertising products. You are always clear about it and I don't see why others can't be.
CHEERS!
Technically, that's what they're saying. I believe AoA's shader is called Subsurface Shader. I think they chose that naming convention to diffferentiate with SSS presets, which generally means a preset made with subsurface scattering enabled. Generally, that can mean omnifreaker's HSS or US. There are some who incorrectly refer to AoA's shader as 'SSS shader'. So hence the naming 'Subsurface MAT presets'.
That's easy enough. Out of the box shader presets are generally made for shaders that came bundled with DAZ Studio - so it will either be DS default material, UberSurface or Subsurface.
Not quite,
There are texture packs that say Daz Studio Subsurface Material Presets, but, the shader is the HSS or UberSurface. Those shaders 'feature' SSS, but, AoA is 'called' Subsurface. Thus, when a customer reads Daz Studio Subsurface Material Presets, they could easily think that the AoA shader is being referred to, but, that may not be the case when it comes to the product. If the texture blurb said Material Presets for the AoA Subsurface Shader, HumanSurface or UberSurface, then customers would know exactly what they were getting.
Clarity costs nothing, confusion can cost everything
CHEERS!
I'm not entirely sure that whoever is writing the description copy really understands that they are actually different SHADERS....it's a subsurface scattering shader...right? It's like it's being defined by what it does, not how it does it. The AoA shader and the Omnifreaker family may, in the end do the same thing, but how they get there and the settings they use are definitely NOT the same (they don't even have, other than the basic surface features, the same settings to use). It's not a bad thing to have several different ways of going about getting the desired result...a varied toolbox is very useful. But just like you wouldn't use a metric wrench on a SAE bolt, you do need to know the differences in those tools.
So whether it's the PA or someone in marketing writing the copy, someone from the tech side of things should explain the differences....because, yeah, they are not interchangeable and are not the same thing.
If I were the author, I would list the four shader types as "shaders" and then all those numbers as "shader presets" for each of these - I'd say that changing a bitmap tile in a shading network does not make it into a new shader, right?
And then there are products with phrases like "UberSurface shaders" in description, which just doesn't sound professional at all. So very sad.
So true! Just like character morphs.
But where do we find the readme files now before buying, to check actual file lists? I don't think the product descriptions state whether there is a "data" folder with new morphs. The "custom" word describing those morphs may help, or not.
Easy enough. Use the link from DIM's info button - ie http://docs.daz3d.com/doku.php/public/read_me/index/XXXXX/start
Substitute the XXXXX with the SKU number of the product.
For example, Macro Skin has an SKU number of 21492, so the link should be http://docs.daz3d.com/doku.php/public/read_me/index/21492/start
Thank you very much! This works perfectly =)
Ok, true, but, Darius was just the first one I could think of. There are others where the self same copy line is used, but, the shader isn't the AoA.
Sometimes, a PA (Published Artist) might make the product, but, a PA (Personal Assistant) might write the advertising copy. See how trendy acronyms and buzzwords can cause confusion!?
CHEERS!