AgentSmith opened this issue on Feb 05, 2009 · 27 posts
Rayraz posted Fri, 06 February 2009 at 6:01 AM
sounds like they used the brycean code for creating bryce procedural textures, and applied it to DAZ studio to be used as textures in Studio Materials.
For a little bit more in-depth explaination i'd like to first define a few terms that are easily mixed up:
textures are what gives a material its colors or bumps etc. (like drawing a diffusion map, bump map, specular map, etc. in photohop, or in DTE)
shaders are what define the way a material interacts with light. (how does it react to light hitting it at differnt angles, intensities, indirect light, color bleed, falloff, diffusion, refraction, subsurface scattering, reflection etc.)
materials are the combination of shaders and textures that makes an object look the way it does once rendered.
So what DAZ seems to have done here is take the bryce Texture Engine to create textures, that can be applied to the shader(s) used in Daz Studio.
In Bryce we dont have a rich choise of shaders compared to most apps on the market today.
The only shaders bryce has are the default one (i forgot its name), "blend transparecy", "fuzzy" and "volumetric", which can then also still receive an "additive" property (which is probably an on/off switch built into each of those shaders).
So it doesnt really sound like they converted the bryce shaders, nor bryce materials. They just use the texture engine.
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