So I Got These New Shader Presets

The new DA Rust and Grime Shaders look to be a very useful item for me, especially with all the cars and stuff I use in my renders, however, there doesn't seem to be any real directions on how to use these shaders and shader presets, just basic information on the product page, which for most products is sufficient, however, I'm having a few issues with using these presets.

After loading the (usually) self made material presets to a given object, if I use the geo-shell, any of them, they tend to turn the model completely gray, doesn't really matter if I use one geo-shell, or all three, if I use all three, then it really turns the model all gray, even when I'm trying to use the surface tab to set it up, if I don't use the geo-shell, and just go to use the shader presets, then they also knock out any color on the surface I'm trying to change, and then makes the mesh almost hollow, if I use the straight on shaders, then it just dirty's everything up way too much, or at least much more than I wanted, and also overrides the materials already in use on the model, if it is a problem with how the product works or it is defective, then of course I will start a support ticket, however, I'm just wondering if it is something I'm doing wrong!

 

Comments

  • HavosHavos Posts: 5,358

    Are you seeing this grey look in the DS viewport or the render? Due to the transpareny settings sometimes a geoshell coated object can look very odd in the viewport, but will look fine when rendered.

  • GLWoodardGLWoodard Posts: 3,335

    Of course I see it in the viewport, but then when I run a test render, which is just a regular render, to see if it works just as you say, it comes out gray, even if I try to use some of the rust presets over the geo-shell.

  • HavosHavos Posts: 5,358
    edited August 2017

    I am sure this is the case, but I will ask, just in case, you are using the IRay renderer, yes?

    Also, do you see this affect if just one geo shell is loaded?

    Post edited by Havos on
  • nemesis10nemesis10 Posts: 3,407

    I should ask if they are shaders or materials? If they are shaders, select the appropriate surface of the geoshell and apply the shader. Stuff you don't want can have their surfaces set to zero opacity.

  • GLWoodardGLWoodard Posts: 3,335
    Havos said:

    I am sure this is the case, but I will ask, just in case, you are using the IRay renderer, yes?

    Also, do you see this affect if just one geo shell is loaded?

    Yes, I am using the iray rendering, and yes, I do see the same effect whether using one or more geo-shells.
  • nemesis10 said:

    I should ask if they are shaders or materials? If they are shaders, select the appropriate surface of the geoshell and apply the shader. Stuff you don't want can have their surfaces set to zero opacity.

    These instructions are correct, the geoshell is a geometry shell layer which is slightly larger than the target prop, a geoshell has matching surfaces and will appear grey in the scene when first loaded onto your prop.. You need to apply one of the layered shader presets to the geoshell surfaces after you load it. The shaders are designed with opacity cutout maps, that create transparent sections in the geoshell, which will show through to original models surfaces.

  • Here is a tutorial for DA Let it snow which works with a similar workflow as DA Grime and Rust shaders. It may be helpful to help show how these shaders work with geoshells. Pls let me know if you have any questions. If you use this tutorial just skip the adjuster preset step as its not relevent to the rust set.

    Okay here is a workflow example tutorial similar to the one on the product page, but with a bit more depth.

    Let me know what you think. I will look at covering the manual settings on the snow shells next, it may be a few days though. 

    Sorry for the grainy renders, I didn't have time to let each one fully bake.

     

     

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