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List of Shader Mixer Tutorials and Recipes
Posted: 25 December 2012 10:56 PM   [ Ignore ]   [ # 31 ]
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Eustace Scrubb - 25 December 2012 10:53 PM

Give me a day or two:  sure.  I’ll try to post some legible screenshots by the weekend (and put the shader itself up at ShareCG).

That would be great!

Thanks for that…

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Posted: 26 December 2012 08:05 AM   [ Ignore ]   [ # 32 ]
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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.

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Posted: 26 December 2012 12:27 PM   [ Ignore ]   [ # 33 ]
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Bejaymac - 26 December 2012 08:05 AM

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.

To get an actual diamond pattern you’d have to change the way it’s calculated to begin with…

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Posted: 26 December 2012 04:35 PM   [ Ignore ]   [ # 34 ]
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Bejaymac - 26 December 2012 08:05 AM

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.

Thanks for the info Bejaymac…that will come in useful!

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Posted: 27 December 2012 08:36 PM   [ Ignore ]   [ # 35 ]
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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.

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Posted: 27 December 2012 09:22 PM   [ Ignore ]   [ # 36 ]
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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.

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Posted: 27 December 2012 09:40 PM   [ Ignore ]   [ # 37 ]
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Thanks for doing that…

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Posted: 27 December 2012 10:10 PM   [ Ignore ]   [ # 38 ]
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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.

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Posted: 27 December 2012 10:21 PM   [ Ignore ]   [ # 39 ]
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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.

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Posted: 27 December 2012 10:29 PM   [ Ignore ]   [ # 40 ]
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Here I bring down the Occlusion Node seen above, and show what it’s used for.

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Posted: 27 December 2012 10:34 PM   [ Ignore ]   [ # 41 ]
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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.

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Posted: 28 December 2012 12:16 AM   [ Ignore ]   [ # 42 ]
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Eustace Scrubb - 27 December 2012 10:34 PM

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.

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Posted: 28 December 2012 11:08 AM   [ Ignore ]   [ # 43 ]
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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.

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Posted: 28 December 2012 02:19 PM   [ Ignore ]   [ # 44 ]
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BWSman - 28 December 2012 11:08 AM

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.

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Posted: 28 December 2012 06:01 PM   [ Ignore ]   [ # 45 ]
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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.

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