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Kettu’s free stuff: lights, tutorials, etc
Posted: 24 June 2014 11:46 AM   [ Ignore ]
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Hi everyone,

Here are my best freebies so far, please enjoy!

- Mk85 Fantasy Lights and Portrait Add-On (extensive documentation included with each archive; Portrait Add-On optimised for GC on, gamma 2.2!):
http://www.sharecg.com/v/74356/gallery/21/DAZ-Studio/Mk85-Fantasy-Lights
http://www.sharecg.com/v/76371/gallery/21/DAZ-Studio/Mk85-Fantasy-Lights-PORTRAIT-ADD-ON

- a step-by-step walkthrough of using Shader Builder to get a nifty environment light shader “Envlight2” supplied with 3Delight standalone to be used in DS (I hope this tutorial is informative enough to facilitate your further endeavours into converting any other RSL shaders you may come across):
http://www.sharecg.com/v/75671/gallery/3/PDF-Tutorial/Alternative-Image-Based-Lighting-in-DAZ-Studio

- a 43 page “treatise” on subsurface scattering (and related stuff) as found in the UberSurface family of shaders; lots of pictures and examples (this is sort of a magnum opus of mine):
http://www.sharecg.com/v/76566/gallery/3/PDF-Tutorial/Subsurface-Scattering-in-3Delight-for-DS

- a companion tutorial to the SSS treatise about making opacity masks from pre-existing diffuse maps (remember: for render-only (non-product) usage, unless you have explicit permission to redistribute derivative works from the texture):
http://www.sharecg.com/v/76562/gallery/3/PDF-Tutorial/Creating-masks-from-diffuse-maps-in-Paint.NET


There is also a little more stuff in my ShareCG account, feel free to browse the gallery =)

I am willing to answer any questions you may have, but please bear in mind I am not online every day - I am very sorry.

These renders showcase my SSS techniques and the lights: the portrait is done with Fantasy Lights, the water scene - with the environment light shader Envlight2 (and AoA’s fog camera for the haze). You will find material settings described in the SSS tutorial.

Thank you very much for taking a look! I wish you a lot of inspiration and awesome renders!

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vasc_noPW.pngenvl2water.png
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...just call me Kettu, okay?

- do your research before blaming 3Delight for shortcomings of your renders

- dA gallery link in profile along with anything else you may need to know about me

- my thread with freebies

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Posted: 25 June 2014 03:20 PM   [ Ignore ]   [ # 1 ]
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Hi again everyone,

Thanks a lot to everyone who downloaded and/or rated my stuff, or followed my account! It is much appreciated.


Daukkuuan on ShareCG asked for a material preset for Example 4 from the SSS tutorial - the one that uses default Bree textures for G2F.

Even though the aim of this tutorial is to actually free DS users from relying on material presets and the like, I figured this might be helpful to other people as well.

I have uploaded a file here:

http://www.sharecg.com/v/76578/gallery/21/DAZ-Studio/SSS-Tutorial-companion-preset-for-example-4

Unzip this archive into your “Content” or “My Library” folder.

In the “Presets” folder, find the “Mustakettu85” one. There are two DS files:

- Mk85_Bree-Example4.duf : a material preset for G2F corresponding to Example 4 from section II.2 of the tutorial, with one difference: eye reflection uses Omnifreaker’s Park HDR map that comes with DAZ Studio;
- PixieLight.duf : a scene subset with the lights used for Examples 4 and 5. For the IBL maps to work, you need my Fantasy Lights (see the first post for the link).

Remember to turn gamma correction ON in your render settings and set gamma to 2.2, otherwise I do not guarantee the outcome!

Important: please check the gamma correction settings per map in the Image Editor! DS somehow saves them wrong sometimes. To do this in the most efficient way, select in turn Templates 1 to 3 of your G2F and open the Image Editor for the following maps:
- diffuse colour: gamma should be “0”;
- specular strength: gamma should be “1”;
- bump map: gamma should be “1”.

Diffuse colour is also loaded into SSS colour, same as the specular map is loaded into the strengths of both speculars, but you only need to set the gamma correction once: DS will update all channels using the same image.

This information is included in the archive in the Important-Readme.txt file in the same folder.

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g2fpix_r2.png
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...just call me Kettu, okay?

- do your research before blaming 3Delight for shortcomings of your renders

- dA gallery link in profile along with anything else you may need to know about me

- my thread with freebies

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Posted: 25 June 2014 11:39 PM   [ Ignore ]   [ # 2 ]
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  Thank you very, very much!

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I like Bryce, DazStudio, Poser and Vue ... in alphabetical order. And I would probably like Carrara too, if I could find the time to become acquainted with it. Peace?
Poser and Daz Studio Free Resources Wiki: https://poserdazfreebies.orain.org

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Posted: 26 June 2014 07:06 AM   [ Ignore ]   [ # 3 ]
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Thank you very much, i didn’t have time to download it but i will as soon as i have some time. This looks really good.

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April, 2015 Monthly Freebie Contest:  April Foolishness and Other General Silliness

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Posted: 26 June 2014 08:39 AM   [ Ignore ]   [ # 4 ]
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Thank you so much for this share. Great job.

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Kalisx aka Xav

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Posted: 26 June 2014 02:35 PM   [ Ignore ]   [ # 5 ]
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Thank you for these links and products. :D

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Posted: 26 June 2014 04:17 PM   [ Ignore ]   [ # 6 ]
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I really appreciate these lights, lately I’ve been working to find some good light set ups for Studio that have a particular look that I am aiming for.  And these are just gorgeous, and are actually really easy to set up. 

From a stubborn Poser user, thank you for these. smile

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Posted: 27 June 2014 08:58 AM   [ Ignore ]   [ # 7 ]
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Thank you so much !!

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Posted: 27 June 2014 09:59 AM   [ Ignore ]   [ # 8 ]
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Thank you very much everyone! I’m glad you are enjoying my releases!

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...just call me Kettu, okay?

- do your research before blaming 3Delight for shortcomings of your renders

- dA gallery link in profile along with anything else you may need to know about me

- my thread with freebies

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Posted: 02 August 2014 10:04 PM   [ Ignore ]   [ # 9 ]
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I figured this would be the place to post this.  I renamed Genesis’ surfaces and attempted to use your bree settings on her and well… I got some weird results.  Yeah and I made sure not to replace the images.  It’s just… odd.  Is there some difference between Bree for G2F and Bree for Genesis that I’m not aware of?  The first pic is G2F.  The second is Genesis.

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Mk85_Bree_Test_G2F.jpgMk85_Bree_Test_G1.jpg
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Check out my freebies at Blade’s Edge Media!

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Posted: 05 August 2014 08:54 AM   [ Ignore ]   [ # 10 ]
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dakkuuan - 02 August 2014 10:04 PM

I figured this would be the place to post this.  I renamed Genesis’ surfaces and attempted to use your bree settings on her and well… I got some weird results.  Yeah and I made sure not to replace the images.  It’s just… odd.  Is there some difference between Bree for G2F and Bree for Genesis that I’m not aware of?  The first pic is G2F.  The second is Genesis.

To tell the truth, I never tried using G2 presets with G1 by renaming its surfaces, so I can’t tell for sure. But it actually looks like you are applying Bree’s dedicated “SSS colour” map somewhere, and you don’t need it.

If you look close at the preset I released, the original diffuse map is plugged into SSS colour (because in reality, a photo of a human being already accounts for the SSS in his/her skin and underlying tissues, where applicable). If you open the tutorial at p 27 and read on, you will see all this explained.

The preset represents the “SSS-driven” technique, where we only use diffuse sparingly, if at all; while DAZ artists were using the “oldschool” diffuse-driven technique (see p.25 of the tutorial) when they designed Bree’s maps, relying mostly on diffuse for skin colour and using those dedicated “SSS colour” maps to add even more “blood” to the nose and ears. Those hand-painted SSS colour maps are exaggerrated and will not give you the same look as using the diffuse photo-based map in the SSS channel.

I suggest you recreate the G1-specific preset yourself, manually assigning maps and setting up strengths and colour multipliers, step by step. It is a good practice. Use p 42 of the tutorial for tips on how to select surfaces for performing this task with the most efficiency. Page 34 lists the same values that are used in the preset.

Once you master this, you will be able to recreate this “soft” look with any texture set, for any figure. Yes it’s a bit more work than simply using load-all presets, and then you will have to factor in geometry shells (p 18) for brows/makeup, but the results are well worth it, I daresay.

And you can always save out your own presets =)

And it also looks like the diffuse map for the iris material got lost somewhere in the conversion process. You can apply it manually, too.

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...just call me Kettu, okay?

- do your research before blaming 3Delight for shortcomings of your renders

- dA gallery link in profile along with anything else you may need to know about me

- my thread with freebies

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Posted: 10 November 2014 02:47 PM   [ Ignore ]   [ # 11 ]
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Mustakettu85 - 24 June 2014 11:46 AM

- a step-by-step walkthrough of using Shader Builder to get a nifty environment light shader “Envlight2” supplied with 3Delight standalone to be used in DS (I hope this tutorial is informative enough to facilitate your further endeavours into converting any other RSL shaders you may come across)

Thank you very much for this superb light shader! Great tutorial, easy to follow even for less experienced users like me.
I maded a few alterations:
in the Macro Block Editor under the “Initialization Code” Tab I changed the formula on the very last line from “CI *= %2%” (that %2% stands for “Intensity” in this case) to “CI *= %2% * 11”.  (See picture 1 below).
That way you can leave the default values in the “User Parameters” for Intensity at 0..2 for “Range” and 1 for “Value” and “Default” alone and let them “Display as Percent” properly. An intensity of 11 seems to match the intensity of the UberEnvironment2 at 100% very closely, so if one wants to swap it with an EnvLight2 instead (and who would not!?), he can copy over the intensity value and the IBL Image and render with a more comfortable ambient light shader.

Altering the value for the “Kenv” parameter, wich should act as a multiplier for the Intensity, has no effect because the variable isn’t defined in the code… and I have absolutely no idea how to do that correctly.

Next, at the “User Parameters” for the “Color” attributes I marked the tagbox named as “mapable” and from the “Choices” dropdown menu selected “envmap”.  (See picture 2),
That way you’ll get the combined image select/color picker-layout in DAZ Stiudio’s Parameters Tab.

At last I did put “Bias” and “Samples” into the “Shadow” Group instead of “Light” and in the Parameters Tab I set the shadow type selector to “Locked” and “Hidden”, because if you try to set shadows to “Raytraced” or “Deep Shadow Map” the shader won’t function correctly. It has raytraced shadows by default.

I Did a few testrenders, all with default settings, an intensity of 11 (100%) and a sample rate of 64, the EnvLight2 is the only light.
DS Render settings are all at default except Shading Rate, which is set to 0.5:

The first one (Picture 5) uses omnifreakers “OmKitchen_EnvM.tiff” as IBL Image and rendered in 7 minutes 38.72 seconds

The second one (Picture 4) uses DimensionTheory’s “SoE-Sunny1.tiff” from the “Skies Of Economy” product and rendered in 7 minutes 52.37 seconds.

The third one (Picture 3) uses the same as the second one and V6 has the transmapped “Thalia Hair” equipped. Rendered in 11 minutes 51.13 second. I prepared myself for a “rendering horror” session on this one and was really surprised how fast it was completed.

I love the way your light illuminates her skin and her leather clothings… and I love the fact that it rendered them that fast and at theese low settings. That’s what UE2 and AoA’s Advanced Ambient can’t deliver.

Thanks again for my new favourite Ambient Light Shader… and the free Shader Builder training! grin

I vote for that this has to become a essential part of the “Default Lights and Shaders for DAZ Studio” package!

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1.JPG2.JPGEnvLight2-SR64FINAL-3.jpgEnvLight2-SR64FINAL-2.jpgEnvLight2-SR64FINAL.jpg
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Posted: 10 November 2014 07:39 PM   [ Ignore ]   [ # 12 ]
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Stefan47525 - 10 November 2014 02:47 PM

Thank you very much for this superb light shader! Great tutorial, easy to follow even for less experienced users like me.
...
I vote for that this has to become a essential part of the “Default Lights and Shaders for DAZ Studio” package!

Thank you very much for your interest in my free stuff and your kind words!

It makes me particularly happy that you ventured further and customised the shader to your personal style. This means you have learned something and applied it to create your vision. I am proud to have helped you on your journey! This is what I am here for.


Don’t forget that the real credit for the EnvLight2 shader itself goes not to me, but to the amazing “DNA Research” team: the developers of 3Delight led by Aghiles Kheffache. I just provide the how-to for making it work in DS.

 

If you enjoyed the capabilities of EnvLight2, you should be pleased to know that the recent updates to 3Delight make it possible to write a shader with the same beautiful handling of HDRI _and_ full GI at once, and very easily.

I am currently waiting for the decision of the DAZ Tech Support regarding my newest planned freebie (which is to include a ready-made GI/HDRI shader, plus a new surface shader utilising fully raytraced SSS and a set of “render scripts” that allow for using some neat 3Delight options not exposed in the default Render Settings tab, making GI even faster) - this is the unfortunate implication of the way the licence is written for the samples from the DS scripting kit, those samples that are indispensable as the basis for writing all the custom rendertime scripts a shader may require (not every one will), and for custom “render scripts” as well: I have to ask for permission before release.

I have outlined a few tips in these posts:
http://www.daz3d.com/forums/viewthread/45412/P30/#678700 - the most important code for the GI/HDRI shader;
http://www.daz3d.com/forums/viewthread/21611/P570/#650631 - links to the posts describing how to make your “render scripts”;
http://www.daz3d.com/forums/viewthread/21611/P675/#678723 - easy way to use shader builder volume shaders with the “scripted renderer”;
http://www.daz3d.com/forums/viewthread/21611/P690/#682103 - easy way to make a preset for using AoA’s EasyVolume in the same manner.

Here’s an image in my dA gallery I did using the GI shader, the SSS shader and the “scripted renderer”:
http://mustakettu85.deviantart.com/art/Why-488890119

Stefan47525 - 10 November 2014 02:47 PM

Altering the value for the “Kenv” parameter, wich should act as a multiplier for the Intensity, has no effect because the variable isn’t defined in the code… and I have absolutely no idea how to do that correctly.

If you look at the macros editor window, you will see that there are variables listed at the top. Each of them is given an ID number - this number, put between two “%” signs, represents these variables further down the line in the macro code. So %2% is, actually, Kenv. If you look at the final “Light Code” tab (between the “Block network” and “Log” tabs), you will see all the intermediate “%”-names being replaced by the variable names you provide in the User Parameters list.

It’s a bit non-intuitive, but this is how it works in the shader builder.

 

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...just call me Kettu, okay?

- do your research before blaming 3Delight for shortcomings of your renders

- dA gallery link in profile along with anything else you may need to know about me

- my thread with freebies

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Posted: 12 November 2014 01:25 PM   [ Ignore ]   [ # 13 ]
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Mustakettu85 - 10 November 2014 07:39 PM

Thank you very much for your interest in my free stuff and your kind words!

It makes me particularly happy that you ventured further and customised the shader to your personal style. This means you have learned something and applied it to create your vision. I am proud to have helped you on your journey! This is what I am here for.

Don’t forget that the real credit for the EnvLight2 shader itself goes not to me, but to the amazing “DNA Research” team: the developers of 3Delight led by Aghiles Kheffache. I just provide the how-to for making it work in DS.

You’re too modest. Sure, the tool was made by them,... but of what worth would be the finest tool if there would be none who teaches how it is properly used.

Mustakettu85 - 10 November 2014 07:39 PM

If you enjoyed the capabilities of EnvLight2, you should be pleased to know that the recent updates to 3Delight make it possible to write a shader with the same beautiful handling of HDRI _and_ full GI at once, and very easily.

I am currently waiting for the decision of the DAZ Tech Support regarding my newest planned freebie (which is to include a ready-made GI/HDRI shader, plus a new surface shader utilising fully raytraced SSS and a set of “render scripts” that allow for using some neat 3Delight options not exposed in the default Render Settings tab, making GI even faster) - this is the unfortunate implication of the way the licence is written for the samples from the DS scripting kit, those samples that are indispensable as the basis for writing all the custom rendertime scripts a shader may require (not every one will), and for custom “render scripts” as well: I have to ask for permission before release.

“Enjoying” doesn’t put it right… I’m nearly ecstatic. grin
Comparing Envlight2 with UE2 it seems that the UE2 doesn’t get soft shadows right, they look always way too dark.
Yeah, I guess I already read about that in the “3Delight Surface and Lighting Thread”. Which was the reason I found this one. Couldn’t resist the “freebie” remark in your sig! grin
Sounds very interesting. I thought this was especially for UE2, which I don’t really like to work with. Too resourcehungry for my taste, with that Envlight2 shader I can even render with DAZ Studio’s default render settings. Some of the shadows get a bit of noise doing that, but that’s a thing I can live with. You virtually need to put your nose onto the monitor to notice.

Mustakettu85 - 10 November 2014 07:39 PM

If you look at the macros editor window, you will see that there are variables listed at the top. Each of them is given an ID number - this number, put between two “%” signs, represents these variables further down the line in the macro code. So %2% is, actually, Kenv. If you look at the final “Light Code” tab (between the “Block network” and “Log” tabs), you will see all the intermediate “%”-names being replaced by the variable names you provide in the User Parameters list.

It’s a bit non-intuitive, but this is how it works in the shader builder.

Ah, I see. Then I guess my Shader Builder whacked it up somehow, because in my “Light Code” tab it says “Cl *= intensity;”.
Which is a bit of nonsense then, defining the modifier for “Intensity” being intensity itself.
No wonder why adjusting the “Kenv” value in the macro code in my build didn’t had any effect.

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Posted: 12 November 2014 06:02 PM   [ Ignore ]   [ # 14 ]
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Stefan47525 - 12 November 2014 01:25 PM

You’re too modest. Sure, the tool was made by them,... but of what worth would be the finest tool if there would be none who teaches how it is properly used.

Thank you very much! And that’s cool you noticed the freebie link in my signature =) I don’t actually know how effective this type of “advertising” is.

Stefan47525 - 12 November 2014 01:25 PM

Sounds very interesting. I thought this was especially for UE2, which I don’t really like to work with. Too resourcehungry for my taste.

It is for any and all shaders that do GI. I’ve also tried Omnifreaker’s UberSoftLight Kit, and it also works, albeit that shader a bit trickier to set up. Either way, UE2 should “feel like a different shader” when used in the particular way I describe, to only do bounce light for a directional light setup and with GI caching enabled in the raytrace hider. Much less resource-hungry (particularly with hair being excluded from GI via UberSurface).

Using a render script to switch to the raytrace hider (but without GI cache) will speed up any raytracing calculation, so you may want to try it with Envlight2 as well.

Stefan47525 - 12 November 2014 01:25 PM

Ah, I see. Then I guess my Shader Builder whacked it up somehow, because in my “Light Code” tab it says “Cl *= intensity;”.
Which is a bit of nonsense then, defining the modifier for “Intensity” being intensity itself.
No wonder why adjusting the “Kenv” value in the macro code in my build didn’t had any effect.

The ” *= ” syntax is okay. It is a C-style shortcut for something like

Cl Cl intensity

It’s faster to type. There’s four of them:

*=
/=
-=
+=

Were you trying to adjust “Kenv” by directly typing “Kenv” in the macro editor? This may not have worked because it should have been ” %2% ” instead. In the final code, all the ” %2% ” instances are replaced with “intensity” (the name you give to the variable in the User Parameters in the rightmost column).

There is a “trick” I often use when coding to make macro editing easier: create a new normally named variable in the code, assign the value of a ” % NUMBER % ” variable to it, and use the named variable down the line. It also has the advantage of us being able to modify this variable (inputs can’t be assigned different values).

// define and initialise new variable

float MyIntensity 0;

// assign input value to it

MyIntensity = %2%;

// add to MyIntensity some other hypothetical input of the macro editor

MyIntensity += %3%; 

Cl *= MyIntensity
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- do your research before blaming 3Delight for shortcomings of your renders

- dA gallery link in profile along with anything else you may need to know about me

- my thread with freebies

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Posted: 13 November 2014 11:56 AM   [ Ignore ]   [ # 15 ]
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Mustakettu85 - 12 November 2014 06:02 PM

Thank you very much! And that’s cool you noticed the freebie link in my signature =) I don’t actually know how effective this type of “advertising” is.

Well. that’s a condition or something, I hardly can resist a “Freebie” announcement. That’s what brought me here to DAZ.
Years ago I was looking for something on the web when I saw a banner ad telling that DAZ Studio was availble for free. It was love at first sight grin.
Funny thing is, I had been that amazed about my find that I totally forgot, until this day, what I’ve been looking for in the first place.
Nevermind, I guess it coulnd’t have been that important. grin 

Mustakettu85 - 12 November 2014 06:02 PM

It is for any and all shaders that do GI. I’ve also tried Omnifreaker’s UberSoftLight Kit, and it also works, albeit that shader a bit trickier to set up. Either way, UE2 should “feel like a different shader” when used in the particular way I describe, to only do bounce light for a directional light setup and with GI caching enabled in the raytrace hider. Much less resource-hungry (particularly with hair being excluded from GI via UberSurface).

Using a render script to switch to the raytrace hider (but without GI cache) will speed up any raytracing calculation, so you may want to try it with Envlight2 as well.

Nice. Then I’ll definitely give it try!

Mustakettu85 - 12 November 2014 06:02 PM

The ” *= ” syntax is okay…

Were you trying to adjust “Kenv” by directly typing “Kenv” in the macro editor? This may not have worked because it should have been ” %2% ” instead. In the final code, all the ” %2% ” instances are replaced with “intensity” (the name you give to the variable in the User Parameters in the rightmost column).

There is a “trick” I often use when coding to make macro editing easier: create a new normally named variable in the code, assign the value of a ” % NUMBER % ” variable to it, and use the named variable down the line. It also has the advantage of us being able to modify this variable (inputs can’t be assigned different values).

// define and initialise new variable

float MyIntensity 0;

// assign input value to it

MyIntensity = %2%;

// add to MyIntensity some other hypothetical input of the macro editor

MyIntensity += %3%; 

Cl *= MyIntensity

Sure, the syntax is correct. But in the original sourcefile the last line of code says “Cl *= Kenv;”.
DAZ’s Shader Builder transforms this into “Cl *= Intensity;” for to me unknown reason.

I tried to edit the value in the macro itself, but whatever I did put in, 10, 11, 100… everytime I got a very dim render as result.

I tried that and gave the “Kenv” float various unnused %X% numbers, from %8% to %. But everytime I got a different variable for this, being “bias”, “samples”, etc. “Kenv” didn’t show up.
I guess the Shader Builder wanted to die that time. grin

I did a different aproach (made visual in the picture below):

I made up an aditional controller, named it “Kenv”, created a “multiply” operator and let “Kenv” and the “Intensity” controller run through it.
The result in code is “Cl *= intensity * Kenv;”, which I guess isn’t THAT correct either, but it works as intended without having to hack into the code. As a plus I got a hidden parameter to adjust manually if ever needed.

I also created another controller, “__nonspecular_2” with a value of “0” to “1” and a “subtract” operator, and let “__nonspecular” and “__nonspecular_2” run trough it. The result is a “switch” (with a nudge of 1) in the Parameters Tab where I can switch specular shading on and off.

Before I had two different Envlight2’s, one with nonspecular “1” and one with nonspecular “0” because I don’t wanted to recompile everytime I needed it differently. I’m a “one shader for every purpose if possible” guy. grin

Thanks for your help and tips.

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