uncompressing a shader file?

MistaraMistara Posts: 38,675
edited December 1969 in Carrara Discussion

i just want to see if it says anything about the uv_set.

maybe it's possible to make a preset to swap the genesis uvs only?
until they can add it to the property tabs

Comments

  • JonstarkJonstark Posts: 2,738
    edited December 1969

    I might be totally misunderstanding what you're asking Misty, but you can find and apply UV presets to Genesis from the Content tab under

    My Library > People > Genesis > Materials > UV sets

    It was important for me to figure this out as I mostly wanted to use M4 and V4 character sets on Genesis (since that's what I had the most of) and I especially wanted to use the Corrected V4 UV set that I purchased from the daz store.

    I believe Genesis 2 has a similar file structure for it's UV sets too.

    If I misunderstood what you're meaning then I'm sorry to drag things off topic, but just in case I thought I should mention it.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,192
    edited December 1969

    Carrara cannot do separate UV's on shading domains like DAZ studio if that is what you are trying.
    but you can set them up in DAZ studio, save the material preset and import it on a character in Carrara and it will have the different UV's

  • MistaraMistara Posts: 38,675
    edited February 2015

    cans a ca shader preset not change the texture maps?

    trying to setup for Sylfie and her friends. :)


    i never noticed uvset presets, :lol: makes more sense to do it from the ds library.

    Post edited by Mistara on
  • evilproducerevilproducer Posts: 9,050
    edited December 1969

    cans a ca shader preset not change the texture maps?

    trying to setup for Sylfie and her friends. :)


    i never noticed uvset presets, :lol: makes more sense to do it from the ds library.

    If you mean change a texture map in a shader, yes you can- as long as it uses the same UVs as the texture map you want to replace. On the left side of the thumbnail of the image map in the shader channel (color, bump, etc.) there are icons that look like folders. The top one should be, Load. Click it, and it should open a window where you can navigate to the image map of your choice. If you're not sure if the top folder icon is the Load icon, you can hover your mouse over it, and Carrara should display what it is for.

    There's also a Reload icon (or is it refresh?) anyway, if you were to edit your image map in an image editor while Carrara was open, then after the image has been edited, and saved, you would click the Reload icon and it would update the image map.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,192
    edited December 1969

    You can change texture maps but not the UV mapping as such in the shader room although you can ignore it using proceedural projection mapping which makes me suspect the coding possibility is there to do what only DAZ studio can, not Poser either, ie change induvidual shading domains UV's by loading alternatives in Data.
    Something one of the plugin developers might want to look at.
    You can do the WHOLE UV easily by file import duf in assembly room IE V6 UV to Belle UV etc but not Belle UV on head V6 UV on rest like DAZ unles saved as a duf preset in DAZ to load as I said under file import duf on existing figure.
    Poser is the same in that regard, the companion file does the same thing or a duf using D3D DSON importer, you cannot set it up in Poser shading room either.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,192
    edited December 1969

    carrara cannot do this

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  • DartanbeckDartanbeck Posts: 21,533
    edited December 1969

    I think that a bit of misconception occurs through the event that Carrara 8.5 allows us to see into a DAZ Studio Library, and gives us access to files. This is actually a very good thing for us users, but only once we come to terms with what this stuff means for us as Carrara users.

    The first thing we need to understand is that Carrara is its own software with its own render engine, which requires its own shaders to operate correctly. The DS Materials Presets are set up for DS, so they won't give us a set of shaders that will work properly in Carrara, but they will give us a starting point from which to work. To help us to understand some of the most popular techniques in setting up our shaders to work correctly in Carrara, DAZ 3D has provided us with optimized shaders for their bonus figures. In 8.5, we get M5 and V5 shaders, while 8.1 comes with M4 and V4 shaders. To load these in, we select the 'Actor' (Genesis) or 'Model' (M4 or V4) and enter the texture room. Locate the bonus shaders in the browser under Shaders > Skin, and drag one of the icons from the browser onto the larger multi-colored ball in the upper right corner of the texture room. This will load all of the respective shaders to their appropriate domains. Likewise, to save a full set of shaders from a multiple domain figure, we can simply drag the larger multi-colored ball from the texture room into the browser.

    But let's get down and dirty.
    Let's just use a DS materials file on Genesis and see what happens, and go through the basics on making it work from there, shall we?

    In the first image below, I have the basic Genesis figure loaded in from the browser and I've selected the appropriate line in the hierarchy on the right, and double-clicked on a "Benjamin" DS Material Preset from My Daz3D Library > People > Genesis > Characters
    The second image shows three things primarily:
    - The image turned super-bright white in most parts, which tells me that a good deal of reflection is being applied
    - To save myself from too much editing and/or dragging files around, I go Edit > Remove Unused Masters > Consolidate Duplicate Shaders. This takes all identical shaders from different domains, and consolidates them down into a single shader, placed in each of the domains that call for an identical shader. This saves me from too many edits, as I've already mentioned, but also saves our resources from getting clogged up with multiples of the same fie, but with different names.

    So now if we look in the "Shaders" tab toward the bottom of the right panel, we can see our list of shaders. For some crazy reason I cannot stand leaving the one that applies to all of the torso domains called "Nipple", so I change it right away to: "Torso", instead! LOL
    To change the name of a shader, simply select it in the shaders tab, and above it, in the General tab, there's the name in a text field. Simply change the name. This can be a good thing, because we can select shaders in the texture room for specific domains. Having a recognizable name can help.

    The third image shows the Face shader. After consolidating, it was called lips, but I've changed it.
    The image illustrates some changes I've made to get this shader working better for our render:
    Most notably, I've turned off Reflection and Refraction. You may use reflections for skin, but that's more of a time-consuming advanced tactic, and we're just getting "Down and Dirty" right now... right? This thing had 100% Reflection! No wonder it was glowing white in the view port!
    I've also dragged the texture map (Source 1) in the Bump channel upwards, directly onto the Bump Channel heading. I've done this to get rid of the Source 2 being multiplied into the bump. ***Waht the image doesn't show is that I've also lowered the Shininess value to 0.00% to give a nice, smooth spread of light. The Highlight channel has a Specular map being multiplied by a gray to darken it a bit. This is a fine beginning, so I'll just keep that.

    The fourth image has a lot more to follow. It might be easier to just follow this list:
    This image is the Shader for the Cornea, which is the clear surface of the eye. It loaded in with a cheat applied to it. I'm not going for a cheat, so the first step I've taken was to remove that.
    - Alpha channel cheat: Had a Texture Map being multiplied - I set the Alpha channel to "None"

    - Highlight was set to None- I changed it to a Value of 100%

    - Set Shininess to 25% - might end up wanting something like 33 for smaller sparkles, or 12 for larger, etc.,

    - Set Transparency channel to "Transparency", and gave Intensity a value of 100

    I didn't want to confuse the image any further, but I've also added Reflection to something around 10 or 12ish... I just drag the slider** to any value right around there to begin with. (** Set Reflection to "Reflection" - set the Shader in the Reflection channel to Value 1-100)

    The final image is a simple render of those simple changes to the shaders, using two distant lights and a spherical map in the background - Skylight turned on in the render room for global illumination - no Indirect lighting, low default settings everywhere else.
    Note that I've made the exact changes that I've made to the Face Shader to the Torso and Limbs shaders as well. Then I copied the Face shader and pasted it into the Nostril shader, copied the Cornea shader and pasted it into the Tear shader, then consolidated again to merge them. Then I selected the Iris shader and copied it in the shader tab, and pasted it back in and gave it some Subsurface Scattering and applied it to only the iris portion of the eye - that is a bit more of an advanced bit of shading. If you want to work on that sort of stuff... just ask... but for now I am out of time.

    Hope this helps you out with DS materials in Carrara. Just know this: Eventually you should become very aware of what the texture room is all about. Sort of like proof reading, you'll notice things in your shaders. "Oh.. that!" and will be able to make everything look just the way you want them to. mmoir videos are great for seeing how he just starts with a 'nothing' shader and build everything from scratch, just as easily as I can spell the word: milk! LOL PhilW's training lessons are very good at getting to grips with shaders as well. I like to just buy some shaders that I like, and take them apart - experiment with them, etc.,
    Cheers! :ahhh:

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  • DartanbeckDartanbeck Posts: 21,533
    edited December 1969

    From there, we can really tweak those shaders to become something very special. But these will also suffice for many situations, and renders fairly quickly - aside for my SSS additions.

    I love working with shaders in Carrara! Lights too! :ahhh:

  • MistaraMistara Posts: 38,675
    edited February 2015

    ahhh the dreaded white out. >.<</p>


    found a couple a 'user facing' uv presets in my lib. theres a uvset parameter in every body part.
    the uv_set is in the surfaces parameters. i guess, easiest way is to save genesisae for every uvset i have for it.
    genesis shader domains.
    especially for studying shaders. like to start with the clean gray. :)

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    Post edited by Mistara on
  • WendyLuvsCatzWendyLuvsCatz Posts: 38,192
    edited December 1969

    Yes the duf presets will import on existing figure in Carrara, is what I do, set up characters in Daz studio first.
    DAZ is a great carrara plugin
    only think I do dislike is now EVERTHING is default loaded with AoA shaders instead of DZdefault, if William Hurt ever returns to our forum I am gonna beat him over the head with a Carrara cube with a broken off corner :lol: for his legacy!
    Footnote
    I do hope our Age of Armour is ok, he has been MIA a long time and miss him dearly.

  • MistaraMistara Posts: 38,675
    edited December 1969

    would be nice to read an uncompressed .cbr file. sometimes a search&replace; text string is easier than doing it all through gui.

    in cr2 files i replace all the hidden 1 strings with hidden 0 - found some surprises. like the individual shoppes in Victorian Street can be slid around with Trans dials.

  • MistaraMistara Posts: 38,675
    edited December 1969

    Yes the duf presets will import on existing figure in Carrara, is what I do, set up characters in Daz studio first.
    DAZ is a great carrara plugin
    only think I do dislike is now EVERTHING is default loaded with AoA shaders instead of DZdefault, if William Hurt ever returns to our forum I am gonna beat him over the head with a Carrara cube with a broken off corner :lol: for his legacy!
    Footnote
    I do hope our Age of Armour is ok, he has been MIA a long time and miss him dearly.


    and you save with the clothes and hair and jewelry and everything?

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,192
    edited December 1969

    No just characters set up how I want
    nothing complicated
    like my JaguarElla who comes in Genesis, G2M and female versions as well as a V4 I set up in Poser all same shape and appearence but can wear whatever clothes I want fully rigged and functional.
    I have a single skin flatmapped version of her too with alternate UV mapping and the catworld texture maptransfered to it so I can do all over fur in any app.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,192
    edited December 1969

    This means no need to autofit stuff in Carrara which is dodgey for a start
    I save stuff as support assets in DAZ so I know it will just load out the box
    changing your UV in carrara WILL mess up dynamic fur and stuff like that too.

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