can i call a shader preset with a .duf or .pz2?

MistaraMistara Posts: 38,675
edited December 2013 in The Commons

i was thinkin, ...,

instead of trying to re-invent a metal shader, i could be like,
this armor set or jewelry set requires metal shaders.
then call the appropriate preset with a .duf or pz2 that wouldn't actually contain the shader data, but point to it.

similar to how the readme scripts calls the morph pz2s.

would it be doable? :) (Doable without infringement.)

Thanks.

Post edited by Mistara on

Comments

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

    I don't think it could be done in Poser, but in DAZ Studio if you are using a Shader Mixer shader you can save it as a Shader Asset (from File>Save as>Support Asset) and then make changes to the settings in the Surfaces pane and save them as presets that call the shader preset - but if you make any further changes in the Shader Mixer that will, as far as I know, break the links with the saved asset after which the modified shader will be saved in full in your presets unless you save it in turn as an asset.

  • MistaraMistara Posts: 38,675
    edited December 1969

    i haven't looked at the Lux shading system yet. or if it even has a material library?

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

    I don't think it could be done in Poser, but in DAZ Studio if you are using a Shader Mixer shader you can save it as a Shader Asset (from File>Save as>Support Asset) and then make changes to the settings in the Surfaces pane and save them as presets that call the shader preset - but if you make any further changes in the Shader Mixer that will, as far as I know, break the links with the saved asset after which the modified shader will be saved in full in your presets unless you save it in turn as an asset.

    Thank you, Richard!

Sign In or Register to comment.