DS default shader presets, and shadow type

kitakoredazkitakoredaz Posts: 3,526
edited December 1969 in Daz Studio Discussion

I have not tried many about default shader presets in Genesis Starter Essential contents.
but there are many shader presets .

Then I tested each shader presets to understand well about daz shaders property
with simple primitive sphere and plane.

I feel strange because Only ds default shader (dzDefault.duf )
can cast shadow,
but Other many shader presets (dzGlossy.duf , dzMatte.duf, dzMetal.duf etc)
can not cast shadow with ray traced ?
they seems only work with Deep shadow map.

Is it usuall behavor about these daz shader presets?

and about these presets ( dzGlossy.duf , dzMatte.duf, dzMetal.duf etc, )
when I change parameter eg Glossiness, there seems no effect about rendered pic.
these shader preset in genesis starter essential, are simply broken or not expected to use in ds 4.6?

But when I exchange preset to dzDefault.duf ,, I apply it on same surface, it work without problem.
it can cast shadow as usuall, with lay traced, and when I change Glossiness,
the area of specular change as I expected.

Comments

  • ReDaveReDave Posts: 815
    edited December 1969

    I haven't tried them, and I don't have the time now (sorry), but last time it was brought up I think they were not working as intended. Most of that stuff can be done in Shader Mixer. Import your surface (File->Import From Scene...) then don't change anything on the network, but on the bottom of the DAZ Default Material there is a drop-down that lets you select a working equivalent of most of those shaders.

  • kitakoredazkitakoredaz Posts: 3,526
    edited June 2013

    Hi, thank you ReDave.

    they seems not work with current ds version, as you said.
    I thought if I needed some setting to use them , but I could not find. so ask here to confirm they can not work.

    I do not hope to complain about these preset , but I think daz may better remove these preset. from ds default contents.
    (these preset are offered as duf, so user may usually think they can use it with ds 4.6 and try them,
    without veteran users )

    then thank you . I know,, I can use Lighting model Property in daz default shader,
    and it can make almost same effect as each shader presets image,,,

    but Lighting model do not change other property value of ds default shader, so that
    if I often change lighting model, It make me difficult to get feeling of ds default shader properties.

    I think if I can make same effect by tweaking each parameter with default lighting model (Plastic).only
    Can not do it ?

    Post edited by kitakoredaz on
  • ReDaveReDave Posts: 815
    edited December 1969

    Yes, almost. With Plastic you can get just about all of the others, except Glossy Plastic and perhaps, Skin. However if you go inside Shader Mixer and change the lighting model in there and then apply it, some extra properties will become available, that aren't available if changing the lighting model directly from the Surfaces tab.

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    Thank you. my expectation was wrong .
    I tried to make Glossy plastic like specular area ,
    I could not reproduce with default plastic lighiting model and properties in surface group.
    I expected if I set show hide properties,, ,
    but ds do not show me,,,.

    Then,, I check lighting model with shader mixer as your instructions, and find,,
    Specular sharpness seems key property about this case,,,

    there are some hide properties,,,,which we can not change value in ds surface tab,,

    (But why ds need to hide these property ^^;?

    if I can tweak these property of ds default shader, on sufrace tab,, it must be more useful .

    and I find some proeperties for skin lighting model,,,, Scatter collor, Sheen collor,, and skin IOR,,,
    why we can not tweak these on ds surface tab as default?

    And,, each lighting model is actually change shader like geometry switching?
    that means,, ds default shader is composed by 6 shaders,,,

  • ReDaveReDave Posts: 815
    edited December 1969

    Because the shader, once shown in the Surfaces tab, is compiled for speed reasons. so you can't add properties to it, unless you start again from a non-compiled version of the shader. Or something like that.

Sign In or Register to comment.