Best shader sets for 3Delight?

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  • Thank you and thank you.

    Also, I finally got around to using the moon texture from solarsystemscope.com - what a happy resource that. My lighting question isn't for this shot, and you can see that I have light set coming down from the wrong direction, but so glad to have a good moon to use now.

    Yes I like those textures too, very useful:) For a nice glowing fullmoon you could try mixing in a bit of blueish ambience and killing (more or less) the specular highlights.

  •  

    Yes I like those textures too, very useful:) For a nice glowing fullmoon you could try mixing in a bit of blueish ambience and killing (more or less) the specular highlights.

    This one is using agentunawares' skydome 023 with IBL Master - I've played with some settings, like intensity, intensity multiplier, base color... and I like the amount of light it's putting on the scene, but the skydome itself seems a bit bright, any suggestions for that? It looks more like early morning or not quite night. And I think I had a little too much blue in the moon here.

    katyas_beach_surfspot1_night_navigation_005h_cam10 moon spec str 5 ibl ytran-200.png
    1920 x 1080 - 3M
  • Sven DullahSven Dullah Posts: 7,621
    edited September 2020

     

    Yes I like those textures too, very useful:) For a nice glowing fullmoon you could try mixing in a bit of blueish ambience and killing (more or less) the specular highlights.

    This one is using agentunawares' skydome 023 with IBL Master - I've played with some settings, like intensity, intensity multiplier, base color... and I like the amount of light it's putting on the scene, but the skydome itself seems a bit bright, any suggestions for that? It looks more like early morning or not quite night. And I think I had a little too much blue in the moon here.

    I haven't used IBLM for quite some time but...IIRC editing the surface of the control sphere (which is IrayUber) won't change anything but the appearance of the sphere in the viewport. Editing the light parameters will of course affect the diffuse light cast onto all surfaces that accept diffuse rays, including the moon prop, unless you set diffuse strength for it to 0. To change the appearance of the backdrop you'll need to edit the ambient strength of the environment sphere. You can also darken the ambient color, or even tint it if you like. Just bear in mind this will have an impact on surfaces with raytraced reflections. Setting the ambient color to pure black or ambient strength to 0 will kill all raytraced reflections in your scene. Regarding your moon, if it uses the DS default shader set diffuse strength to 0 and diffuse color to pure white, use the ambient channel with a high strength like 80-100 and tint it very carefully:) It may well work with a pure white color also. If it uses one of the OmUber shaders simply turn diffuse active OFF and insert the moon texture in the diffuse color and ambient color slots.

    Sidenote: A fullmoon will light up the sky so IMO your sky looks kind of ok, just google full moon pix and have a look;) But the moon would also cast distinct shadows onto the ground and vegetation and there lies your problem I think. Several solutions...one is to use an HDRI with a fullmoon and adjust the IBL light trace distance to fit your scene, or you could add a distant light and estimate the light direction, make it a bit cold/blue and turn on raytraced shadows, adjust shadow softness etc to your liking.

    Btw, you can turn off limits for ambient strength for the moon if you like. Setting strength to 150 or more may or may not work for what you want to do:)

    Post edited by Sven Dullah on
  • Son of the RavenSon of the Raven Posts: 119
    edited September 2020
    I haven't used IBLM for quite some time but...IIRC editing the surface of the control sphere (which is IrayUber) won't change anything but the appearance of the sphere in the viewport. Editing the light parameters will of course affect the diffuse light cast onto all surfaces that accept diffuse rays, including the moon prop, unless you set diffuse strength for it to 0. To change the appearance of the backdrop you'll need to edit the ambient strength of the environment sphere. You can also darken the ambient color, or even tint it if you like. Just bear in mind this will have an impact on surfaces with raytraced reflections. Setting the ambient color to pure black or ambient strength to 0 will kill all raytraced reflections in your scene. Regarding your moon, if it uses the DS default shader set diffuse strength to 0 and diffuse color to pure white, use the ambient channel with a high strength like 80-100 and tint it very carefully:) It may well work with a pure white color also. If it uses one of the OmUber shaders simply turn diffuse active OFF and insert the moon texture in the diffuse color and ambient color slots.

    Sidenote: A fullmoon will light up the sky so IMO your sky looks kind of ok, just google full moon pix and have a look;) But the moon would also cast distinct shadows onto the ground and vegetation and there lies your problem I think. Several solutions...one is to use an HDRI with a fullmoon and adjust the IBL light trace distance to fit your scene, or you could add a distant light and estimate the light direction, make it a bit cold/blue and turn on raytraced shadows, adjust shadow softness etc to your liking.

    Btw, you can turn off limits for ambient strength for the moon if you like. Setting strength to 150 or more may or may not work for what you want to do:)

     

    Thank you, I will look into some of that, and I'm probably going to brighten up the scene by turning up the ibl light intensity multiplier. Regarding shadows with that, maybe I will do something else altogether for lighting; as much as I've been liking ibl master, it far too often has been failing me when it comes to shadows.

    With the brightness of the sky, while I might like it a little darker in general, it isn't so much how bright the sky is but the horizon, especially as this is looking east.

    For the moon I just used a dragonball prop I made in blender (because I couldn't find any), applied the moon texture and made it a light with awe. As far as the color goes, that might get a bit tricky, as I am partly colorblind. I have the specular strength at 5% but do not see any ambient settings.

    Post edited by Son of the Raven on
  •  

    For the moon I just used a dragonball prop I made in blender (because I couldn't find any), applied the moon texture and made it a light with awe.

    Oh I see! The thing is if you use wowie's awestuff you need to tap into the 3DL pathtracer for them to work properly. In other words, you have to use one of the included scripts with 3DL scripted rendering. And that also means you will need to convert every surface in the scene to use either aweSurface, aweEnvironment or PT arealight shader. If you have more questions regarding this please post in my awe thread!

    As far as the color goes, that might get a bit tricky, as I am partly colorblind. I have the specular strength at 5% but do not see any ambient settings.

    Yeah, generally speaking, you can't really mix the standard DS 3DL shaders with aweSurface, you either use standard shaders with the standard renderer or wowie's shaders with scripted pathtracing (using the included "raytracer draft" or "raytracer final" scripts).

  • Son of the RavenSon of the Raven Posts: 119
    edited September 2020

    Don't want to keep derailing this thread from a list of 3DL shaders, here's the final (or at least everything working reasonably correctly) version.

    Decided to keep IBLM, set EnvSphere ambient to 25%, Light Intensity 75%

    Went back to moon without making it a light, ambient strength 150%

    Distant light at front edge of moon, facing down and forward toward scene, shadows on, light intensity 10%, shadow type raytraced, shadow intensity 95%, shadow softness 3%

    katyas_beach_surfspot1_night_navigation_005k_cam10.png
    1920 x 1080 - 3M
    Post edited by Son of the Raven on
  • Don't want to keep derailing this thread from a list of 3DL shaders, here's the final (or at least everything working reasonably correctly) version.

    Decided to keep IBLM, set EnvSphere ambient to 25%, Light Intensity 75%

    Went back to moon without making it a light, ambient strength 150%

    Distant light at front edge of moon, facing down and forward toward scene, shadows on, light intensity 10%, shadow type raytraced, shadow intesity 95%, shadow softness 3%

    Cool!

  • Leana said:

    Are there any shaders, whatnot that allow you to turn an object into a light source in 3delight, like iray has?

    UberArea light shader. It's included in DS default resources.

    Where is that located? Under Light Presets there is DS Defaults which has dzDistantLight, dzPointLight, and dzSpotLight, but when I click on any of them I get the message file does not exist (maybe I deleted them once upon time when trying to remove things I wasn't using).

    Shader Presets DS Defaults doesn't have anything "light" in it.

    Thanks in advance

  • Leana said:

    Are there any shaders, whatnot that allow you to turn an object into a light source in 3delight, like iray has?

    UberArea light shader. It's included in DS default resources.

    Where is that located? Under Light Presets there is DS Defaults which has dzDistantLight, dzPointLight, and dzSpotLight, but when I click on any of them I get the message file does not exist (maybe I deleted them once upon time when trying to remove things I wasn't using).

    Shader Presets DS Defaults doesn't have anything "light" in it.

    Thanks in advance

    Content library/light presets/Omnifreaker

  • Son of the RavenSon of the Raven Posts: 119
    edited September 2020
    Leana said:

    Are there any shaders, whatnot that allow you to turn an object into a light source in 3delight, like iray has?

    UberArea light shader. It's included in DS default resources.

    Where is that located? Under Light Presets there is DS Defaults which has dzDistantLight, dzPointLight, and dzSpotLight, but when I click on any of them I get the message file does not exist (maybe I deleted them once upon time when trying to remove things I wasn't using).

    Shader Presets DS Defaults doesn't have anything "light" in it.

    Thanks in advance

    Content library/light presets/Omnifreaker

    Thank you, knew I had seen them somewhere before. Shame on me for not checking everything in that directory.

    Post edited by Son of the Raven on
  • But it's telling me file does not exist - checked and they do actually exist.

  • But it's telling me file does not exist - checked and they do actually exist.

    If I'm not mistaken the dz shaderlights and Uberarea light shader are part of the DS default resources, maybe try reinstalling?

  • But it's telling me file does not exist - checked and they do actually exist.

    If I'm not mistaken the dz shaderlights and Uberarea light shader are part of the DS default resources, maybe try reinstalling?

    I searched varying keywords in my product library through the website and in DIM and couldn't find anything to match DS default resources.

  • Sven DullahSven Dullah Posts: 7,621
    edited September 2020

    This is what I have, maybe you have some filters enabled?

     

    default resources.png
    548 x 575 - 108K
    Post edited by Sven Dullah on
  • This is what I have, maybe you have some filters enabled?

     

    Guess I did not try the obvious "default" filter in DIM, as it was there. Uninstalled, reinstalled. Still says file does not exist. Even tried uninstalling and reinstalling again, along with fixing installed file registry at each stage. Hmmm...

    But thank you

  • Sven DullahSven Dullah Posts: 7,621
    edited September 2020

    This is what I have, maybe you have some filters enabled?

     

    Guess I did not try the obvious "default" filter in DIM, as it was there. Uninstalled, reinstalled. Still says file does not exist. Even tried uninstalling and reinstalling again, along with fixing installed file registry at each stage. Hmmm...

    But thank you

    Sorry to hear about your issues. May I suggest you start a new thread and attach the log file along with your current DS version, I'm sure someone more competent than me can help you out;)

    Post edited by Sven Dullah on
  • Son of the RavenSon of the Raven Posts: 119
    edited September 2020

    Sven, I'll do that soon{ish} if I can't find the answer anywhere.

    For now, I did a quick and dirty test of a simple idea to easily make lunar phases with the prop I used for the moon.

    In case anyone can use it, I'm including the various files.

    For my test I used the same scene I had been working on earlier: moon sphere scale set to 500%, made and imported a split color sphere, scaled it to 500%, positioned it in the same place as the moon. Since I had adjusted the moon x rot to -80 I had to manually fiddle with it to get it into position. Rescaled split color sphere to 501%. From the angle I used I was able to simply rotate the y of the split color sphere to achieve this.

    In surfaces I set the light material of the split color sphere to an opacity of 0%, and the dark material to opacity 98%, didn't adjust anything else, though anyone who wants to use this may also want to fine tune the appearance more.

    Also, when I applied the 8k moon texture from https://www.solarsystemscope.com to the diffuse of the single material sphere it was backwards, so I made a horizontally flipped version.

    Am also including 2 sphere files for blender if anyone wants to make use of them (they're pretty easy to make but easier not to).

    Couldn't upload the files here, so I put them in a folder, zipped it, and uploaded to my mega at https://mega.nz/file/m65WHLDI#3F-upNzYQxQlBkEj-DIqa1vj-sBP-mOooKYfZMlgVUo

    moon phase trial.png
    1920 x 1080 - 506K
    Post edited by Son of the Raven on
  • Direct DL link to wowie's FREE and UPDATED aweSurface stuff: https://drive.google.com/file/d/1i3P5yVxiS4wZzhdZu6FeLNuiNuIPOAVe/view?usp=sharing

     

  • Mage 13X13Mage 13X13 Posts: 435

    I've seen no mention here of the Shader Mixer for DAZ Studio. It is for making your own shaders using existing shaders. I use it with merchant resource base shaders to create my Tech Cloth, Tech Metal, Tech Glass, and Tech Stone shaders. I have not yet learned how to save them for packaging, but I am working on it. My shaders look really good in my own renders, (all 3Delight renders). My resource for the Tech look is a little utility called JSPlacement. This is a utility that generates greeble type images that are 8K in pixel size. As we certainly don't need our shader images to be that large, I reduce them to a size that won't make my low power PC crash DAZ Studio during a render. 

  • Mage 13X13Mage 13X13 Posts: 435

    I'm trying to attach a small image to show an example of my Tech Metal Shaders, but when I do the upload just keep running and never finishes the upload. So what I will do is upload an image to my DeviantArt gallery, then come back here and leave a link to that image. If any of you are interested in having some of my shaders, I am currently working on how to package them and create a zip for upload possibly for sale. I will likely do a sample package that contains perhaps 5 or 6 of my Tech Shaders to upload and offer for free. They will be full shaders to use as you wish.

     

  • JOdelJOdel Posts: 6,286
    edited August 2023

    I forgot to mention Khory/Calida. She used to have a site of her own which included a LOT of 3DL shaders, or, rather shader presets. There may still be some in her store here. AliBea was another vendor whose work I've been using for years. Dimension Theory and DzFire also had some really useful 3DL shaders.

    Khory's Design Toolbox in particular had some excellent things usable for architectual work, her site had a LOT of things like metal and leather.

    I usually had to go into the Fabricator to hijack its tiling, but the other vendors' base shaders were great. 

    Post edited by JOdel on
  • caravellecaravelle Posts: 2,458

    Many of the most important products have already been mentioned here; you can really dig deep, so many good shaders are available for 3DL. Fisty's/Fisty & Darc's jewellery models often include very good shaders for gemstones and metals, such as their 'Jewelry Basics for Genesis 3 Female(s)' https://www.daz3d.com/jewelry-basics-for-genesis-3-female-s or their 'Bali Jewelry for Genesis 8 Female(s)' https://www.daz3d.com/bali-jewelry-for-genesis-8-females . Fisty's textile shaders are also highly recommended, e.g. 'AElflaed's Fancy' https://www.daz3d.com/aelflaed-s-fancy-shaders-for-ds-and-poser

  • sazzyazzcasazzyazzca Posts: 495

    I did these a very long time ago. I don't even know if they're viable anymore, but I left them up anyway. I took a very long hiatus from 3D so it's all new to me again and I have no idea what still works and what doesn't. In any case, they have a folder with some time-saver utility presets.

    https://sharecg.com/v/59005/gallery/7/Material-and-Shader/KerWar-Fancies-01

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