Mon, Dec 2, 10:57 PM CST

Renderosity Forums / DAZ|Studio



Welcome to the DAZ|Studio Forum

Forum Moderators: wheatpenny Forum Coordinators: Guardian_Angel_671, Daddyo3d

DAZ|Studio F.A.Q (Last Updated: 2024 Dec 02 9:02 pm)



Subject: tutorials


goofygrape ( ) posted Wed, 17 December 2014 at 4:07 PM · edited Wed, 27 November 2024 at 1:21 AM

Hi;

I need to learn how to use shader's and script's .

The one's I'v found all are about building scene's,i need basic's .

Please if anyone can direct me to some  thank you all.

Goofygrape


markht ( ) posted Wed, 17 December 2014 at 6:49 PM

Shaders is very broad topic.  Can you be more specific in what you are interested in.

DAZ Studio comes with a number of shaders, the default, humanSurface, UberSurface, AoA SSS shader. Many products/freebies for DAZ Studio use some of these shaders. There are also many custom shaders available. Finally there is the shader builder that lets you create your own shader.

Are you interested in trying to understand how to adjust material using the common shaders? Do you want to learn how to create your own shaders in shader builder?

There are some commented samples of scripts at:

http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/start

There is also a thread in the DAZ Forum on scripting with the title "DAZ Studio 4.x Scripting Documentation".  If you search for that title in the DAZ Forums you should find it.


goofygrape ( ) posted Wed, 17 December 2014 at 7:41 PM · edited Wed, 17 December 2014 at 7:45 PM

"Are you interested in trying to understand how to adjust material using the common shaders"

Markht;
this is basic what I need ,To learn how and when. Today I found them and I have  so many it's amazing .When I learn enough for me that is I'll start to make my own to fit a scene.

thanks for the quick response  


goofygrape ( ) posted Wed, 17 December 2014 at 7:48 PM

I hate it when I type and it fails to come out.

The above post is what I need right now,to learn why,how and when to use shader's.

thanks for the quick response.

John


RHaseltine ( ) posted Thu, 18 December 2014 at 9:17 AM

Shaders are always in use - they are what tell the renderer how the lights and cameras work, and how surfaces behave. The alternative shaders have different features, and to an extent are redundant (both uberSurface and the AoA SSS shader offer sub-surface scattering, as does the default DAZ Shader with very limited options, for example - uberSurface/Human Surface Shader was an improvement over the base shader for some surface types, and the AoA SSS shader is an improvement over that in some respects though they have somewhat different features. Generally items will already have a good shader applied, at least to achieve the look the designer wanted; content imported from Poser or OBJ will not be optimised, and you may want to switch shaders around or at least tweak their settings (in the Surfaces pane) to make items from different makers look harmonious but it isn't something you must grapple with, especially if you are suing content set up for DS.


markht ( ) posted Fri, 19 December 2014 at 1:34 PM · edited Fri, 19 December 2014 at 1:36 PM

Here are a few tutorials. Most of these are old, and appearance of surface pane has changed, but most of what they say are still valid:

Surface pane:
http://homepage.eircom.net/~neilvpose/ds-settings.htm

How to make custom MATs for DAZ Studio:
http://mtdremer.hubpages.com/hub/How-to-Make-Custom-MATs-for-DAZ-Studio

Fixing Skin Surface Settings in Daz Studio - Largely about fixing Poser material to work in DS.
http://www.calida3d.com/tutorials6.shtml

My simple summary:

These are just general guidelines.

Diffusion:

This is what controls the response of the surface to diffuse light.  Usually there is a 2D image and a color. For most objects this controls a lot of the appearance. You don't have to have a 2D image. You can just set the color, but then the object will look very uniform and not realistic. The 2D image allows for color/patern variation over the surface. Usually the diffusion strength will be 100%, except when using SSS on skin, where diffusion may be as low as 50%.

There is something called the UVs which map the 2D images on to the 3D object surfaces. Some products have "templates" available that show you where the UVs are on the 2D maps. A big issue with making texture maps is that the UVs warp around the 3D object and at some places there will be seams where the maps meet. It is important that the texure maps line up at these seams, otherwise the seam will be visible in the render.

Specular:

While diffuse light comes from and is reflected off surfaces in all directions, Specular light comes from a single direction and is reflected off in a single direction. Specular light is handled separately in 3Delight. Most primitive lights emit both diffuse and specular light, but you can set them to only emit specular or only emit diffuse light. Specular light is what produces the shinny spots on a persons skin when you take pictures in bright sun light or using bright flash.  Different shaders treat specular differently in detail. There is a glossiness parameter that controls how shiny the suface looks. High glossiness means highly glossy surface and small, sharply defined specular highlights on curved surfaces. Specular is usally white light, but many PAs use light blue or some other color.

 
There can be a strength map, a B&W 2D image. This strength map is frequently put in the color rather than using it as a strength map in the specular strength, but you will see PAs doing it both ways. The strenght map modifies the shaders build in model of how the surface response to specular light.

Some shaders have 2 different specular settings. This can be used to model more complex surfaces, like skin, that may be very glossy in some places and not as glossy in others. Most shaders allow strength maps on glossiness parameter too, but you don't see this used very often.

Surface hight adjustment:

Bump, displacement and normal maps are used to model small surface features without creating polygons to model them. 

A bump map is a B&W map the is used to simulate small hight variations in the surface by making places darker or lighter. If you find a PA using a color bump map, that just means they were too lazy to convert the map to B&W.

A displacement map is a B&W image similar to bump map, but displacement maps actually move the surface points up and down along normals to the surface in the rendering program. This makes displacement maps more expensive to render, but more accurate in modeling.

A normal map is similar to a displacement map but it is a color image with the RGB values corresponding to X, Y and Z displacements of surface points. This allows more complex and realistic variations in the surface because you can move points in 3 direction rather than just one. Normal maps are more rarely used and they can be very expensive in rendering.

SSS

SSS stands for subsurface scattering. It is for modeling surfaces like skin that have a semi-tranparent suface layer and deeper colored layers.  This is complicated subject and different shaders do it differently.   The one think I would point out is that DAZ Studio and Poser support of SSS are completely incompatible. If you have a poser character that has normal and SSS skin materials, the SSS is probably Poser SSS material. The Poser SSS material will apply in DAZ Studio, but the results are usually poor.

Reflection

In addition to specular shaders have reflection settings. If you want to make a mirror or very mirror like surface, you need to use reflection. You can provide a color image of what you want the surface to be reflecting or you can let the reflection ray trace a reflection of the other objects in the scene. In the later case, you need to have other objects in the scene so there is something to reflect, like a sky dome.


goofygrape ( ) posted Fri, 19 December 2014 at 10:07 PM

thanks everybody for the information,now to get to work :)


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.