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Hellboy is a pro at so many things, it makes my jaw drop every time I visit his links. :)
And HeraldOfFire, absolutely ADORE your Candy Girl and the surfaces. Congrats!
I'm glad this has finally been released, I've been having fun playing with it and I've been eager to see other people putting it to use! AoA really did a good job of making this shader fully featured, there's plenty here to play with.
Thank you!
I am impressed. Only thing I have to find out is why I'm getting a heavy noisy pattern over the figures. It must be the render settings maybe, but I have to try more.
I too had this first, I thought I found out it has something to do with the shading rate of the SSS, set it lower, to 1 or less and you get rid of it, but I'm not sure about this. There's unfortunately no explanation of this in the PDF, maybe AoA knows exactly what to do.
O yeah, can't wait to see what some of you experts come up with... in the meantime, here's another one I tried - been having fun just seeing what it might do to some textures I already have.
Here's the Benjamin M5 texture with ss toon applied and tweaked a little - it can the buffed sheen 'pampered' boxers often have that get massages and ointment treatments all the time.
A minor miscalculation on my part meant that my earlier candy girl image was using the same subsurface group for all of the gummies. This is what caused the heavy colour bleeding. It's a great effect, and will be very useful for certain styles, but I rendered the image again this morning with unique groups and the results are in...
Instant buy...went straight into the cart. I haven't had chance to download them yet but can't wait to play!
Here's something I tweaked with the SS Base. Surface white, Subsurface green, used the Marble setting, trying to simulate jade on the Buddha. I like how it turned out. Having a ball with this new shader.
Getting a bit better, and I also love the shiny plastic on fibermesh hair...
(ss toon skin with Marisol V4 texture, plastic & gummy bikini, and plastic fibermesh hair)
I was very excited to see these shaders, and that they were from Age of Armour (I use the cameras all the time). The depth of the shader and the documentation are excellent. Initial tests are very promising (sorry, nothing to show).
I do have one disappointment: specular. Please, please, please, reconsider redoing the specular and allowing the user to choose what specular model is employed in EITHER channel. Human skin requires two specular layers, and I'm sorry but a second layer phong is not going to cut it.
Please don't take offense, and don't assume this is just another forum troll griping.
I adore your work, and the simple fact that someone else has braved the waters of custom shaders: I applaud you! Far better than I could have ever done!
Food for thought, that's all.
I'll be grabbing the add-ons, probably today. Hope to have some time real soon to really see what the shader can do.
Limitation of the Shader Mixer, all of the "buttons" at the bottom of a brick are internal SM code only and never appear in the Surfaces tab, so the only way to change them is in the Shader Mixer.
Limitation of the Shader Mixer, all of the "buttons" at the bottom of a brick are internal SM code only and never appear in the Surfaces tab, so the only way to change them is in the Shader Mixer.
Um, pwSurface allows us to choose a specular model.
Hot damn.
I'd still like that specular flexibility, but... testing is beyond good.
D5, Morris's Gunner shape and maps. Only the broadest strokes of tuning the skin, no eyes or anything. Simplest lights: 1 distant, 1 UE
Color me impressed and quite pleased.
Um, pwSurface allows us to choose a specular model.
pwSurface isn't a Shader Mixer shader, it's written in RSL and compiled. That's why it can have real On/Off switches instead of a 0 to 1 slider too.
...and don't you need pwSurface2 to work with it in ver. 3.x and above? I only have the original version.
Looks like it's time to learn how to use the shader mixer (though I have a tutorial file floating around somewhere for it).
Here's my first attempt with the set.
Skin is Ami from Renderosity, with a tweaked version of the toon skin shader, shiny plastic with a lot of playing around on the ambient settings for the jewels and fabric, and one of the metalalized glass presets for the metal.
^ Really nice render!
I wish I could contribute my own picture, but I get always an error that something is missing and i don't know what. How can I fix it, please?
Yeah, this is what I'm talkin' about, hehehe
Link to higher res version and links to WIP images - http://fav.me/d65ldgu
Looks like you maybe forgot to install the Subsurface Shader Base? http://www.daz3d.com/subsurface-shader-base
Thanks for the fast help. Installed and it works. Now I have to find something to tie up my chin, which is folded down when I saw the first result. It looks like that this shaders are another milestone for DAZ.
Hmm, I'm getting some slightly unusual results with some combinations of the plastic shader. Namely, the white plastic is coming out black. Two things should be noted about the scene in question. Firstly, it's a fairly big scene with sixteen complete figures all using the aforementioned shaders. Secondly, there are multiple colours of the plastic shader being used, each colour in its own unique group.
Why sixteen? Well, I'm working on a chessboard with pieces, but I've had to split the render into two halves because of the memory footprint required (16Gb when fully loaded, a far more manageable 8Gb when I load half). An earlier attempt at rendering the entire scene gave me a weird error message, and rendered everything as pure white; evidence my PC is in severe need of a memory upgrade. The whites on the chessboard render fine and are using the same shader, it's just the whites on the figurines (replaced all Genesis textures with the white plastic preset) which turn black.
I don't see any reason why the reduced version shouldn't be rendering fine though. I'd post an example, but even a spot render takes a while to finish due to the scene complexity. Just picture black plastic SSS shader in place of where there is supposed to be white and you're pretty much spot on. Bizarrely, none of the other colours seem affected. In addition to the white I'm using pinks, yellows, reds and creams. All of them bar white seem to work flawlessly.
White does work in more simple images though, so I'm wondering if it's something to do with how it interacts with the other materials nearby.
Edit: As another bug/ill effect, I did a smaller scale render and got the following error message. The subsurface surfaces rendered out white during this.
WOW is the word alright.... absolutely brilliant Shader...thanks heaps AoA
Larger View: http://laticis.deviantart.com/art/SSS-Bree-01C-AoA-SSS-372242664
Here is Hitomi with after applying the pale skin shader, brown eyes with gloss on the lips. Color me impressed!
Say, I have a question: what morphs are used to create the cartoon hero in the Toon preset set?
I've been able to get a similar look by using GenX to create a Genesis version of the Max Muscles set by Predatron (http://www.daz3d.com/max-muscles). Is that what you did for this character?
Thanks in advance.
my pics in 4.6 with new base SSS shader
Image removed for nudity. Please see this thread for info: http://www.daz3d.com/forums/discussion/3279_98/
Color me impressed with what everyone has shown thus far. I cannot wait to have time to play with it myself. Hopefully tomorrow (sometime)
I've caught this situation, too. It seems that applying the shaders sometimes makes the diffuse go to zero. Just increase the diffuse and it should render fine.
It will be fun re-rendering older scenes with the new shader.
Luxus very good translated this shader ! :)
I noticed that, but thought it was intentional in order to keep the plastic look with all of the reflected light coming from the subsurface rather than the diffuse. I'll experiment and see if adding a little diffuse remedies it without wrecking the effect.