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List of Shader Mixer Tutorials and Recipes
Posted: 28 December 2012 08:47 PM   [ Ignore ]   [ # 46 ]
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Bejaymac - 28 December 2012 06:01 PM

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.

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Posted: 28 December 2012 10:02 PM   [ Ignore ]   [ # 47 ]
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Pendraia - 28 December 2012 08:47 PM

Very nice…you seem to have gotten the transparencies working…I really struggle with that in SM.

Struggle in what way?

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Posted: 28 December 2012 11:34 PM   [ Ignore ]   [ # 48 ]
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Bejaymac - 28 December 2012 10:02 PM
Pendraia - 28 December 2012 08:47 PM

Very nice…you seem to have gotten the transparencies working…I really struggle with that in SM.

Struggle in what way?

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.

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Posted: 29 December 2012 01:54 AM   [ Ignore ]   [ # 49 ]
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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.

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Posted: 29 December 2012 02:43 PM   [ Ignore ]   [ # 50 ]
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Bejaymac - 29 December 2012 01:54 AM

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.

which is how it should work…at one point when I tried that it didn’t work. It may have been a bug in the version i was using at the time. I will have another play and see if it is still an issue. Most likely it’s been fixed.

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Posted: 29 December 2012 09:44 PM   [ Ignore ]   [ # 51 ]
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I’ve uploaded the Deck Plate shader, as promised.

http://www.sharecg.com/v/66559/view/21/DAZ-Studio/Steel-Deck-Plate-material

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Posted: 03 April 2013 09:37 AM   [ Ignore ]   [ # 52 ]
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Here’s my CMYK node set:  It seems to work correctly for splitting out the relevant channels.

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Posted: 03 April 2013 11:50 AM   [ Ignore ]   [ # 53 ]
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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?

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Posted: 03 April 2013 03:00 PM   [ Ignore ]   [ # 54 ]
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Eustace Scrubb - 03 April 2013 09:37 AM

Here’s my CMYK node set:  It seems to work correctly for splitting out the relevant channels.

Thanks Eustace, that looks useful…you wouldn’t by any chance be the person working with Lady LittleFox? That looks like it would be useful for doing some of what she does with her new product for Poser. She said she was working with some DS gurus…; )

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Posted: 03 April 2013 07:55 PM   [ Ignore ]   [ # 55 ]
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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

Black   minimum(1-Red,1-Green,1-Blue)
    
Cyan    = (1-Red-Black)/(1-Black)
    
Magenta = (1-Green-Black)/(1-Black)
    
Yellow  = (1-Blue-Black)/(1-Black

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).

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Posted: 04 April 2013 03:37 AM   [ Ignore ]   [ # 56 ]
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Eustace Scrubb - 03 April 2013 07:55 PM

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

Black   minimum(1-Red,1-Green,1-Blue)
    
Cyan    = (1-Red-Black)/(1-Black)
    
Magenta = (1-Green-Black)/(1-Black)
    
Yellow  = (1-Blue-Black)/(1-Black

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.

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Posted: 07 April 2013 09:33 AM   [ Ignore ]   [ # 57 ]
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Surface-depth Cues.
http://www.daz3d.com/forums/viewthread/20105/

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Posted: 17 May 2013 01:18 PM   [ Ignore ]   [ # 58 ]
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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/

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Posted: 19 May 2013 09:28 PM   [ Ignore ]   [ # 59 ]
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;_;  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.

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Posted: 20 May 2013 03:27 AM   [ Ignore ]   [ # 60 ]
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opal42987 - 19 May 2013 09:28 PM

;_;  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.

You’ll get further if you ask nicely than if you demand….

However if you follow the process listed below you can access the images. This was posted on the first page of the thread. I suggest you read the thread before posting in such a manner next time.

ReDave - 29 May 2012 04:00 PM

Click on any link, then on the browser bar add “archive” after “forum” so that it reads “forumarchive.daz3d”, this will display the thread. To view images copy the “postimages/origimage_whatever.jpg” part of a picture link and add it after forumarchive.daz3d.com/ on your browser bar

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