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DAZ|Studio F.A.Q (Last Updated: 2024 Nov 20 6:51 am)



Subject: Which Files Do I Need To Package Up For ShaderBuilder Light Freebie?


3dcheapskate ( ) posted Fri, 31 May 2013 at 9:03 AM · edited Thu, 07 November 2024 at 3:08 AM

file_494871.png

I want to include a (very simplistic) ShaderBuilder diffuse IBL light in a freebie. The guts of the freebie is a .dsa script (the first file listed on the screenshot). It includes the following line:

oLightSettings.setStringValue( "DefinitionFile", "support/ShaderBuilder/Light/WorldBall IBL DS4Def.dsa" );

It took me ages to find this file, and when I found it there's a load of other associated files. So can anybody tell me:

a) which of the files on the attached screenshot do I need to include when I package the thing up?

b) where should those files go? I'm fairly sure that "any DAZ content folder" can be used in place of "C:UsersWebAppDataRoamingDAZ3DStudio4" , but I'd like to be more certain...

TIA (hopefully!)

Pete


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



RHaseltine ( ) posted Fri, 31 May 2013 at 2:44 PM

I've not packaged up a Shader Builder shader, but looking at it as a shader you need the user-facing files - the first two in the list - plus the .sdl file (which is the actual shader (I would think the one in the shader/Shader Builder folder only), and I'm not sure that all of the files in the SupportShader Builder folder are needed but probably better safe than sorry (they define the contents of the Surfaces pane when the shader is applied). The stuff in the AppData folder needs to go there or in the equivalent location in the application folder - it's not content but code that DS needs to be able to find to make the shader work.


3dcheapskate ( ) posted Mon, 17 June 2013 at 4:36 AM · edited Mon, 17 June 2013 at 4:36 AM

Thanks Richard (rather belated!),

For anybody else who's wondering, this is what I've worked out by trial and error. You just need FIVE of the files to USE the shader. Firstly, the script for the user to run (this can really go anywhere):

  1. 
    

Then you need the following three files (if any are missing the user gets an error message):
2)   Studio#scriptssupportShaderBuilder~~~Defs.dsa
3)   Studio#scriptssupportShaderBuilder~~~Attribs.dsa
4)   Studio#scriptssupportShaderBuilder~~~Params.dsa

You also need this (if it's missing you don't get a message presented to you, and everything seems to work, but the render is wrong. You have to search the log file to find the warning message):
5)   Studio#shadersShaderBuilder~~~.sdl file

The three files under Studio#ShaderBuilderShadersSrc are only required if you want to fiddle around in ShaderBuilder.

The other file, the .dzs, doesn't seem to be necessary at all


The 3Dcheapskate* occasionally posts sensible stuff. Usually by accident.
And it usually uses Poser 11, with units set to inches. Except when it's using Poser 6 or PP2014, or when its units are set to PNU.

*also available in ShareCG, DAZ, and HiveWire3D flavours (the DeviantArt and CGBytes flavour have been discontinued).



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