Default surface for primitives

How does one change the default surface for primitives and geoshells?

Whenever I create a primitive or a geoshell, it starts with 3DL shader.

I think I once read that it should read the active render engine and use that, but that is not the case as it kind of always have been on Iray.

I got a little annoyed when I copied a primitive with a geoshell (duplicate node hieracy), the primitive kept its surface, but the geoshell got changed to 3DL.

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,168
    edited June 2022

    Yes, it should in any relatively recent version of DS use the shader for the current engine -but I see the same, new Geoemtry Shells get the 3Delight shader. Please report this as a possible bug.

    Post edited by Richard Haseltine on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,476

    on a related problem not worth starting a new thread over

    assigning a new surface does it too which makes copying a bespoke shader on the other surfaces over a right Pita if for an outfit for example, you get the materials but even applying iray uber the parameters and extra slots won't match.

    I find it a lot creating areas to Dforce at 100% with 0% on the rest of an outfit with extra shader functions 

  • Richard HaseltineRichard Haseltine Posts: 102,168

    WendyLuvsCatz said:

    on a related problem not worth starting a new thread over

    assigning a new surface does it too which makes copying a bespoke shader on the other surfaces over a right Pita if for an outfit for example, you get the materials but even applying iray uber the parameters and extra slots won't match.

    I find it a lot creating areas to Dforce at 100% with 0% on the rest of an outfit with extra shader functions 

    Copy and paste handles settings, not the actual shader used, so if the new surface is not using the same base shader as the original that will need to be applied first (or a shader preset used to transfer both shader and settings).

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,476

    Richard Haseltine said:

    WendyLuvsCatz said:

    on a related problem not worth starting a new thread over

    assigning a new surface does it too which makes copying a bespoke shader on the other surfaces over a right Pita if for an outfit for example, you get the materials but even applying iray uber the parameters and extra slots won't match.

    I find it a lot creating areas to Dforce at 100% with 0% on the rest of an outfit with extra shader functions 

    Copy and paste handles settings, not the actual shader used, so if the new surface is not using the same base shader as the original that will need to be applied first (or a shader preset used to transfer both shader and settings).

    yes I know, I have to often save a shader preset from the other surface to do it 

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