Works in DS3 Free, DS3 Advanced, and DS4 Pro. Don’t forget it’s still in beta though!
Check the readme for more info, and this DAZ Studio Discussion thread for more background (and hopefully further progress!)
Feel free to play around with the shader network if you use Shader Mixer - use it, modify it, dump it, whatever.
This is basically for situations where you have a single surface but want to use two separate materials (e.g. a shiny reflective gold paint design on a stone surface). Yes, you can already do this by creating separate images to plug into the diffuse, bump, and specular channels (and that’s not uncommon). But when you have two REALLY different materials that require separate values for glossiness, specular strength, reflection strength, etc, as well…
Seemed to me that specifying the two materials separately (using a simple greyscale image to define which is used where) was a simple solution. You can already do this in Poser’s Material Room (since Poser 6 at least), and now DAZ Studio has Shader Mixer, which can do this. But many people don’t use Shader Mixer. So I’ve created a simple (but quite big!) shader network, and made all the important stuff accessible from the normal Surfaces tab.
Most things seem to work - normal maps and refraction are the areas that still need sorting out.