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Comments
RSL = Renderman Shader Language, the code in which shaders are written.
Try increasing the gamma - 2.2 would be right if shaders adjusted textures, but they don't and so that tends to look washed out unless you create your own sahders which inverse correct textures, I find 1.5 to 1.8 is a fair compromise to get visible shadow areas without blowing out the textures.
OOO... wouldn't it be cool if DAZ Studio could read RSL and convert that into a shader?
well technically thats what the shader builder is for. but yes it would be nice if it read the script files directly.
and if you want a working spotlight with decay, (I couldn't find the sliders for the dzspotlight either) this works, you just have to fiddle with the intensity (i.e. I put the light where I wanted it and kept adding Zeros till it illuminated its target).
here is how it rendered,
note I have the gamma set to 1.8 and for some unknown reason I used an Indrect light shader camera...
There is a compile RSL shader option in DS, if you don't want to go through Shader Builder. But Shader Builder creates the support files (the scripts that populate the Surfaces pane, for one) which I think need to be done separately with the compile command (I've not used it to be sure).
They don't cast shadows in 4.5 so I'm in hot pursuit for these "DS Defaults" shader lights to get to full potential:
dzDistantLight.duf
dzPointLight.duf
dzSpotLight.duf
Could someone direct me towards editing the main files on a Mac (or does the system even matter)? I've never attempted anything like this.
thanks.