List of Shader Mixer Tutorials and Recipes
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Thanks for that...
Pen
Plug a Clamp and Step between your Displace-Standard & Weave bricks, connect the Weave's output to the Value connecter on the Clamp & Step, set min to 0.9 and max to 1, set operation to Smooth Step. That wont give you a diamond pattern but it will give you the same thing you have on that dress in the picture.
PS I'm using DS3 SM brick names as I hate the SM in DS4, I spend more time fighting the bloody workspace than I do making shaders, I really would like to meet the idiot that designed it, so I can punch his ****in lights out for having nerfed it so bad.
To get an actual diamond pattern you'd have to change the way it's calculated to begin with...
Thanks for the info Bejaymac...that will come in useful!
Here's the shader tree, entire, at 31%. I've still got to annotate the rest of my screen stills (partial node trees, at 100% zoom) but will post them shortly.
Some repositioning of nodes was required, but the recipe is intact.
This is the node walk-through. I got the color values more-or-less from Lakys' still-splendid Blue Steel shader (circa DS 1.8 or so). Except for the Root Value change, as noted, this is the shader I used on the deck-plate dress on page 2 of this thread. I'm still fine-tuning it but hope to have it on ShareCG by the weekend. Some nodes and values are relabeled, but hopefully recognizable: "Transform to Screen" is a standard Transform node, but it's set to transform to Camera.
I'm splitting them into multiple posts to maintain sequence.
Thanks for doing that...
Here's the next portion: the node progress is Right to Left, because I started making procedural node shaders in the P6 material room. I tried to allow some overlap so that you can follow more easily.
Half-way there: here we come to the end of the Displacement portion of the shader. Unlike most universal surface shaders, the Displacement and Surface node chains are inseparable.
Here I bring down the Occlusion Node seen above, and show what it's used for.
This shows all of the basic ingredients of my surface shader. The only node you have not seen is the Surface Root node. But as it is plugged into the DS Default Material node directly (Color to Surface Color, and Opacity to Surface Opacity) its inclusion would have been redundant. I opened up surface values that were changed from their defaults to show the new colors or values.
Wow...that's very interesting. I will try and have a play in the next few days. Just finished setting up a second monitor so I'm busy seeing what I can do with two screens.
Here's a recipe I came up with while trying to recreate the Poser mat file for Flesh Forge's Peligro swimsuit. I'm trying to get the mesh look that football (American Football) and basketball jerseys have. 1st image is the textured fabric. 2nd image is an untextured clase-up. last two images are the recipe.
Note: the tile brick is connected to the displacement brick and the opacity channel of the Default material brick.
Very interesting...another one for me to play with while I'm on holidays.
Paul's (aka Flesh Forge) Darling Nighty, I used the Poser transmaps rather than the gray DS ones and DS3's SM, these test renders are nearly two years old so if I can find my DBM files I'll post a screen shot.
Very nice...you seem to have gotten the transparencies working...I really struggle with that in SM.
Getting the opacity to work by plugging in a map to the brick which has the standard surfaces...sorry computer isn't on and my brain is in holiday mode. It's the one that is plugged into the root surface brick.
Whenever I've tried to use it as you would in the surfaces tab it hasn't reacted the way I've expected it would. Mind you it's a while since I initially tried and it may have been fixed since.
You've lost me there Pen, for me opacity has worked the same way in the SM since the DS3 pre release betas, if the info into the opacity Color node is "black" then it's invisible, if it's "white" then it's solid, which is exactly the same way DS has always used it with every other shader.
I've uploaded the Deck Plate shader, as promised.
http://www.sharecg.com/v/66559/view/21/DAZ-Studio/Steel-Deck-Plate-material
Here's my CMYK node set: It seems to work correctly for splitting out the relevant channels.
I've made a couple of them myself, but nothing even near as complex as this! What does it do when the shader is applied to a model? Perhaps a quick render of something you used it for, maybe?
No--- not blessed to be a collaborator (unless it's someone else copying my putzing). I just translated the RGB - CMYK algorithm from this CodeProject page into a nodular equation. I found that via the WikiPedia article on the CMYK Color Model(which I'd bookmarked).
It's (ostensibly) the procedural equivalent of
and I figured the node tree would be useful to others as well.
BTW: Has anyone else found ShaderMixer to be more finicky when custom nodes are left grouped? I always seem to get better results when I ungroup them (or I did with D|S-P 4.0, and carried the habit over to 4.5).
I haven't used the grouping...sounds out of my league.
Surface-depth Cues.
http://www.daz3d.com/forums/discussion/20105/
Two different eye colors in Shader Mixer
This gets asked about in the forums occasionally, so I figured I would link this here before my post gets lost in the dark depths of the Commons.
http://www.daz3d.com/forums/viewreply/321399/
;_; None of those archived tutorials are of any use because the tuts are in the hotlinked images which are broken...
THIS is why I prefer-- no, DEMAND 100% text tutorials on the DAZ forums.