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S.E. Asian Shields (‘Smart+’ Props for Poser and DAZ Studio) [DS Reflection Oddness?]
Posted: 13 December 2012 09:33 AM   [ Ignore ]   [ # 16 ]
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These are gorgeous! Thank you!

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Posted: 14 December 2012 01:39 PM   [ Ignore ]   [ # 17 ]
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Seliah - 13 December 2012 09:33 AM

These are gorgeous! Thank you!

I agree!  Happy holidays!

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Posted: 25 December 2012 07:39 PM   [ Ignore ]   [ # 18 ]
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Thanks for the comments - and a Happy Christmas and a Merry New Year to one and all!

Completed version of the Poser Triple Material Shader freebie now available from ShareCG or Renderosity Freestuff.

You’ll probably need to play around on the Advanced tab of the material room to get things looking how you want. The shader network should be pretty intuitive, but there’s some hints in the readme. I can add more info on this thread if anybody wants?

N.B. These shaders are for POSER ONLY!
Tested in Poser 6, 8, and 9 on a Windows 7 PC.

(DAZ Studio version will follow, not sure how soon…)

P.S. The reflection map image in this package is from www.horo.ch, used with permission. Thanks Horo!

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ShieldTMSPromo.jpg
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Posted: 02 January 2013 08:06 AM   [ Ignore ]   [ # 19 ]
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...and finally, got the DAZ Studio version of the shader completed (sort of) and uploaded. It’s not quite how I wanted it, but it’s good enough for the time being. No real known issues - just didn’t get some of the nice features I wanted into it.

Available as a freebie at ShareCG and Renderosity Freestuff.

Tested on a Windows 7 PC in both DAZ Studio 3 and DAZ Studio 4.5

(Darn it! just compared the image below with the one above from the Poser shader above, and I seem to have lost the reflections!? No time to sort that now, but I’ll get back to it and see what’s going on…)

P.S. The reflection map image in this package is from www.horo.ch, used with permission. Thanks Horo!

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Posted: 02 January 2013 03:22 PM   [ Ignore ]   [ # 20 ]
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3dcheapskate - 02 January 2013 08:06 AM

...and finally, got the DAZ Studio version of the shader completed (sort of) and uploaded. It’s not quite how I wanted it, but it’s good enough for the time being. No real known issues - just didn’t get some of the nice features I wanted into it.

Available as a freebie at ShareCG and soon on Renderosity Freestuff with luck.

Tested on a Windows 7 PC in both DAZ Studio 3 and DAZ Studio 4.5

(Darn it! just compared the image below with the one above from the Poser shader above, and I seem to have lost the reflections!? No time to sort that now, but I’ll get back to it and see what’s going on…)

Yes, but the bump/displacement/normalmap (or whatever) seems to provide a ‘cleaner’ or ‘crisper’ mesh deformation…looks more like it’s actually part of the mesh and not something ‘painted’ on.

I’ll give it a spin and see if I can see what happened to the reflections.

 

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Posted: 02 January 2013 11:57 PM   [ Ignore ]   [ # 21 ]
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Well, the reflection is working correctly - it just doesn’t show up very well with the default settings. (btw - it’s the black part of the shield that should have reflections)

The attached image shows renders after a series of cumulative changes on the surfaces tab:

1. Loaded the rectangular shield prop into DS4.5, X-rotated it 180° so it’s face-up, selected top view and zoomed a bit. No lights in the scene, so DS default lighting. Applied the ShieldTMS(Full).duf. Rendered it. No sign of reflection.
2. Set ‘Wear Mask’ to ‘None’on the surfaces tab (SEAShieldRectangular > Shield > Masks) and re-rendered. You can just make out the reflection if you look very carefully.
3. Set specular strength to 0% (was 50% by default) and reflection strength to 100% (was 50% by default) for the Mid Texture (SEAShieldRectangular > Shield >  Mid Texture > Specular/Reflection) and re-rendered. The reflections a little bit easier to spot.
4. Set the diffuse color to mid-grey, 128,128,128, (was 32,32,32 by default) for the Mid Texture (SEAShieldRectangular > Shield >  Mid Texture > Diffuse) and re-rendered. The reflection is very clearly there now

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ReflTest.jpg
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Posted: 03 January 2013 12:04 AM   [ Ignore ]   [ # 22 ]
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mjc1016 - 02 January 2013 03:22 PM

Yes, but the bump/displacement/normalmap (or whatever) seems to provide a ‘cleaner’ or ‘crisper’ mesh deformation…looks more like it’s actually part of the mesh and not something ‘painted’ on.

I’ll give it a spin and see if I can see what happened to the reflections.

 

Thanks, it’s just bump. No normals in this shader (still haven’t got the maths sorted!). Per-layer displacement is in the shader, but default settings are zero. It’s only per-layer bump that’s non-zero for the render (negative for the base (wood) layer, positive for the upper (gold design) layer.

Worked out why the reflection isn’t showing, but don’t really understand the deeper why behind it? Reflections worked fine with a dark mid (paint) layer in the Poser shader, so maybe I’m missing an important difference between DAZ Studio and Poser?

(Edit (two years later- I’m not a quick thinker! ) : Surely the diffuse colour should be completely irrelevant for a 100% reflective surface ? So 3 and 4 in the post above should look identical? Edit: I have a vague recollection that Rob (rbtwhiz) mentioned something about reflections not working correctly, but that was way, way back. I probably need to recheck in DS4.6…)

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Posted: 06 January 2015 03:04 AM   [ Ignore ]   [ # 23 ]
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Quick recheck in DS4.6 (4.6.1.17 Pro 64bit) - I’m beginning to remember some of the ins and outs of DS reflections…

First lets forget the ShaderMixer shader and just use the basic reflection parameters on the normal DS UI Surfacess tab.

First image (Raytraced reflections):
two plane primitives, three cylinder primitives. Raytraced reflections and 100% reflection strength on both planes, one plane has diffuse color set to white, the other to black. All other surface parameters on the planes are the same.

The reflections of the cylinders in both planes look correct. But the colour of the rest of each plane is it’s diffuse colour, which intuitively seems wrong for a 100% reflective surface? DS doesn’t seem to have any concept here of a ‘general background reflection color’. But isn’t that what ‘Reflection Color’ is supposed to do? No it isn’t, next test…

Second image (Raytraced reflections with reflection color set):
I tried setting the ‘Reflection Color’ of both planes to magenta (255,0,255). The red and blue rod reflections are still there, but the green reflection’s gone.

Conclusion
The ‘Reflection Color’ parameter is NOT an overall background colour that’s reflected when the raytracing doen’t hit anything. It’s more like the colour of a filter applied to any raytraced reflection.

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test.jpgmagenta-ref-col.jpg
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Posted: 06 January 2015 03:19 AM   [ Ignore ]   [ # 24 ]
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Sticking with the normal DS UI Surfaces tab

Environment Mapped Reflections

To get a global background reflection you plug an environment map into the ‘Reflection Color’ channel. Same setup as previous post - I used a test grid (and set Reflection Color’ back to white) for both planes.

You still see a hint of the diffuse color (left plane is still black, right plane still white), so the 100% reflection strength seems to be almost working as I’d expect. But we’ve lost the raytraced reflections of the three rods. Iirc the reflection parameters on the basic UI Parameters tab make Ray-traced reflections and Environment mapped reflections mutually exclusive on a single surface.

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test-map.jpg
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Posted: 06 January 2015 03:36 AM   [ Ignore ]   [ # 25 ]
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Ah! Now this next test rings a bell. I think there was a separate problem with reflections in ShaderMixer.

Same setup as above but I’ve applied the “DMS(Full)” shader to both planes. I removed the masks (so only the top layers have any effect), set 100% reflection strength, raytraced reflections (‘Mapped Or Raytraced’ sliders to the far right), no reflection map, white reflection color. Once again the diffuse colors were the only difference.

And just to be sure I hadn’t got a stray setting in the surface of one of the planes I then changed just the diffuse colours (second image.

So the problem with raytraced reflections disappearing with darker colours was to do with ShaderMixer (just my shader, or ShaderMixer in general I’m not sure. Comment about reflections not working properly now tracked down - link in the next post)

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raytraced1.jpgraytraced2.jpg
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Posted: 06 January 2015 03:52 AM   [ Ignore ]   [ # 26 ]
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I’ve found the comment I was thinking of - it’s in September 2012’s “Was there ever a non-beta Shader Mixer for DS3A?” thread in the Developer Discussion forum.

I mentioned in post #7 of that thread that ”...they seem to more-or-less work, except for reflections (don’t know why yet).”, and Rob responded in post #10 there saying that “There are some ray tracing bugs in DAZ Studio 4.5.0.114 that resulted from updating the 3Delight renderer…”

I’d guess that those bugs would’ve been ironed out by 4.6.  So I really need to check again.

Suffice to say there’s something not quite right with the reflections in the ShaderMixer shader.

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