diomede opened this issue on Apr 22, 2016 ยท 21 posts
diomede posted Sat, 23 April 2016 at 4:12 PM
Shaders and materials - Carrara has always had to be adjusted for figure shaders. By default, V4 loads with a blue tint, for example. So, it is worth it to either buy Carrara optimized shaders for Genesis and Genesis 2 (by Ringomonfort, for example), or adjust and save some of your own that can be applied in the global tab.
Start an empty Carrara scene. Using the content folder that has the .duf an .dsf files (probably named My Daz3D Library without the word Runtime), load Michael 5 from the People Genesis Character subfolder. Select the "actor" level of the figure hierarchy in the instances tray. Select the shaders tab in the properties tray. Double click the first shading domain material which is probably "3_SkinFoot." In my default install, this M5 shader has a texture map in the color channel but almost nothing else in any of the other channels of the shader tree. But I know that the M5 character comes with bump and specular maps, and Carrara is capable of some refraction and subsurface scattering. If you open the color channel of the shader tree and hover you cursor over the map, Carrara will tell you what the name of the map is and where it is located. For my default install, the name is M5PhillipLimbs01.jpg and it is located in the TexturesDazCharactersMilManM5 subfolder of the Runtime folder in where your poser style content is installed (by default, My Daz3D Library Runtime). In any case, note where the texture map is located because that is where the bump and other maps are. Open the bump channel, choose texture map, and navigate to the older where the texture map is and choose M5PillipLimbs01B.jpg. Similarly, you can load te M5Pillip specular map in the highlight channel. You may want to use multiply functions to have greater control of the intensity of the bump and specular. Adjust refraction, SSS, etc. to taste.
OK, you now have a shader for the limbs. Copy it to the other shading domains that use limbs (shoulder, feet, etc.) Repeat the same basic process for the torso and the face and copy each to the other domains that use torso and face maps. The eyes can be a little more complicated but again the key is that the default shaders are not optimized for Carrara but all of the necessary maps are in that same folder. Same would be true for default load of V4. Once you get the shading domains optimized the way you want for the figure, click and drag the shader from the globe at the top of the tree to your shaders tab in the content browser. Choose a name that lets you know which figure it is for.
** Good news! ** In the future, you can load the default M5 and click and drag the saved global shader from your shader browser to the globe in the shader tab of the "actor" level of M5 and it will apply your saved shaders to all of the shading domains. In the case of genesis, you could load M5, apply your M5 shader, reduce the morph parameter for M5 to zero, but then increase the morph parameter for V5 to 1. Now you have a V5 with M5's shader. No specialized knowledge of uv adjustments required.