Shader help?

Chelle the CatChelle the Cat Posts: 239
edited July 2013 in Daz Studio Discussion

Awhile back I did up an image in DS2 utilizing the free jlg velvet shader. I'd forgotten that I used that particular shader and today when I opened up the setup to play with that particular figure for a new image, I realized that of course, DS4.5 can't use the jlg shader (it gives an error about recompiling which I can't do). My big problem is, the shader was used for a character's skin, rather then clothing, so I need to have the look be as close to the original as is possible. Is there anyone that can help me with this?

I've attached a screenshot of how the shader looks when rendered along with the settings it shows in case that helps any.

ToraSettings.png
1146 x 615 - 599K
Post edited by Chelle the Cat on

Comments

  • RarethRareth Posts: 1,462
    edited December 1969

    well with DAZ 4.6 there is the Base Sub Surface Scattering shader (should be a free download if you haven't already got it thanks to the Daz install Manager)

    it does have velvet settings you can play with.

    black_velvet_skin_test2.jpg
    1024 x 768 - 201K
  • Chelle the CatChelle the Cat Posts: 239
    edited December 1969

    Does it work with 4.5.1.56? I can't use 4.6, for some reason it really does a number on my computer.

  • RarethRareth Posts: 1,462
    edited December 1969

    not sure but, there should be the !HumanSurfaceBase which also has velvet features.

  • zigraphixzigraphix Posts: 2,787
    edited December 1969

    Rareth said:
    not sure but, there should be the !HumanSurfaceBase which also has velvet features.

    That's what I would suggest. You should have it already with DS 4.x, either as "Human Surface Shader" or as "UberSurface".

  • RarethRareth Posts: 1,462
    edited December 1969

    a Quick test with the !Human Surface Base and I get something similar, colors need more tweaking I think

    black_velvet_skin_test3.jpg
    1024 x 768 - 200K
  • Carola OCarola O Posts: 3,823
    edited December 1969

    Or try http://www.daz3d.com/velvety-goodness I have used that one on animals a lot, not on human skin so far but it work wodners for the animals *smiles*

  • BejaymacBejaymac Posts: 1,889
    edited December 1969

    DS 4.5+ is meant to do a temp recompile of old shaders, and give you a warning about properly recompiling them, so try a spot render over an area of skin and see if you get anything, if the shader is broken/out of date/missing then you'll know right way as that area of the spot render will be bright white.

  • Chelle the CatChelle the Cat Posts: 239
    edited December 1969

    So far everything I've tried makes her look purple, when she's supposed to have more of a grey hue with violet undertones and I just can't seem to find the balance which is disheartening. And sadly I cannot afford to get Velvety Goodness to see if that shader pack would help or not.

    The exact error I get is as follows (copied from the log file):
    3Delight message #45 (Severity 2): S2068: shader 'C:/Program Files/DAZ 3D/DAZStudio4/shaders/jlgVELVET.sdl' uses a different interface version: please recompile
    3Delight message #45 (Severity 2): S2051: cannot load shader 'jlgVELVET', will use 'defaultsurface'

    When I do a test render it doesn't render all white, but rather purple with no definition at all.

  • RarethRareth Posts: 1,462
    edited December 1969

    ok this is with the !Human Surface Base

    see if this is what you are looking for.

    drow-skintest2.jpg
    1024 x 768 - 259K
  • Chelle the CatChelle the Cat Posts: 239
    edited December 1969

    Rareth said:
    ok this is with the !Human Surface Base

    see if this is what you are looking for.

    That actually looks VERY close to what I have been trying to do.

  • RarethRareth Posts: 1,462
    edited December 1969

    Rareth said:
    ok this is with the !Human Surface Base

    see if this is what you are looking for.

    That actually looks VERY close to what I have been trying to do.

    well here are the settings (ALL of them) so have a go at it

    Diffuse color 15,15,17

    Diffuse Active - on

    Diffuse strength 100%

    Diffuse roughness 1.00

    Opacity Strength 100% default

    Opacity Active - on

    Opacity Color 255,255,255

    Refraction Active - off

    Index of Refraction 1.3

    Smooth - on

    Angle 89.90

    Bump Active - on

    Bump Strength 100%

    Bump Minimum -0.10

    Bump Maximum 0.10

    Displacement Active - off

    Displacement Strength - 100%

    Displacement minimum -0.10

    Displacement maximum 0.10

    Trace Displacements - off

    Map Tiling U 1.00

    Map Tiling v 1.00

    Specular Active - on

    Specular Color 255,0,255

    Specular Strength 50%

    Glossiness 50%

    Specular Sharpness 0%

    Specular2 Active - off

    Specular2 Color (255,255,255)

    Specular2 Strength 100%

    Specular2 Roughness 10%

    Multiply Specular through Opacity - on

    Ambient Active - off

    Ambient Color 0,0,0

    Ambient Strength 0.0%

    Reflection Active - off

    Reflection mode - Environment Map

    Reflection Environment Map (Map in Lat/long format)
    255,255,255

    Reflection Color 255,255,255

    Reflection Strength 100%

    Reflection Blur 0.0

    Reflection blur Samples 4

    Multiply Reflection through Opacity - off

    Fresnel Active - off

    Fresnel Strength 100%

    Fresnel Fall off 0.40

    Fresnel Sharpness 0.0%

    Velvet Active - on

    Velvet Color 255,255,255

    Velvet Strength 50%

    Velvet Falloff - 20.0

    Subsurface Active - on

    Subsurface Color 255,128,255

    Subsurface Strength 100$

    Subsurface Refraction 1.5

    Subsurface scale 4.00

    Subsurface Group 0

    Subsurface Shading Rate 32.00

    Translucency Active - off

    Translucency Color 255,255,255

    Translucency Strength 100%

    Accept Shadows - On

  • IceEmpressIceEmpress Posts: 639
    edited December 1969

    The AoA SSS shader does indeed work with 4.5-- but you might prefer to use the HSS or even UbS since the SSS shader results in monster rendering times.

  • Chelle the CatChelle the Cat Posts: 239
    edited December 1969

    I want to thank everyone that gave me options, ideas, and different things to try. After tweaking and fiddling with things I finally got a reasonable version of what I achieved with that old shader.

  • Eustace ScrubbEustace Scrubb Posts: 2,698
    edited December 1969

    I've got D|S 2, 3, and 4 installed on my machine, and there's definitely a difference in the way each one handles shaders, even shaders that don't crash completely. Pendragon's shaders, circa D|S 1 or 2, about 2006 or 2007) will render in DS4, but they look downright bizzare, color-wise. Even between D|S 3 and D|S 4, there's a significant change. For settings that work fine in D|S 4 at 100% Ambient, I'll have to cut Ambient nearer to 50% and lighten accordingly for D|S 3.

  • RarethRareth Posts: 1,462
    edited December 1969

    I've got D|S 2, 3, and 4 installed on my machine, and there's definitely a difference in the way each one handles shaders, even shaders that don't crash completely. Pendragon's shaders, circa D|S 1 or 2, about 2006 or 2007) will render in DS4, but they look downright bizzare, color-wise. Even between D|S 3 and D|S 4, there's a significant change. For settings that work fine in D|S 4 at 100% Ambient, I'll have to cut Ambient nearer to 50% and lighten accordingly for D|S 3.


    Wasn't there a change in Renderer between DS 2 and DS 4
    that would account for much of the changes in how shaders look.

  • JaderailJaderail Posts: 0
    edited December 1969

    I have DS2, DS3A and DS4.6 and YES each version has a different Renderman Render engine version. They each have the best version they could support at the time of release. So you will see differences in many things because of the updates to each newer version used in each version of DS.

  • Richard HaseltineRichard Haseltine Posts: 100,791
    edited December 1969

    3Delight, not Renderman - 3Delight is a different engine, though it's Renderman complaint. Recent shadrs will recompile on the fly with recent versions of DS, but older shaders, such as those by Pendragon, won't and will be replaced with one of the working shaders - usually with odd results.

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