Ooh, Star Trek this would be a great tutorial but start new thread. State Star Treck morphs how to and you will get more people respond. Nice work by the way
Ooh, Star Trek this would be a great tutorial but start new thread. State Star Treck morphs how to and you will get more people respond. Nice work by the way
Thank you.
Actually what I'm doing is updating the title of the post when new tutorials are posted. And one day I will put post links into the first post of the actual tutorial posts.
Some shaders work only with the 3Delight system, others with the Iray system. If one should happen to have both types of shaders in one image one is going to problems. So one way of coping is to make 2 renders. Omit from the scenes the incorrectly shaded items for each render, then layer them together in an image editor. Not catching the problem until the render was well under way, I used a background eraser ;-) As an Iray image renders black with 3Delight, the horse has no shadows so there again that is something to plan ahead for how to handle, be it by rendering in a shadow on another plane or adding shadows in the image editor.
Anyhow, thought some might like to see a furry horse.
A furry horse is called a mule. Never seen a white mule much less a centaur mule girl. Oh, I composite all the time it overcomes all kinds of limits imposed by just using one type of render engine. Nice work on Mueltaur.
A furry horse is called a mule. Never seen a white mule much less a centaur mule girl. Oh, I composite all the time it overcomes all kinds of limits imposed by just using one type of render engine. Nice work on Mueltaur.
Interesting, I didn't know furry horses were called mules. Thought was only a reference to the offspring of donkeys and horses. So we've invented a new creature! I used the furry shader from Supersuit.
Hi everyone, not sure how the next few weeks are going to play out, RL family semi-emergencies meaning that atm I have no idea as to how much time I'll have free for hobbies, so not to be overly concerned but there may be abit of rest before anymore tutorials are released.
Got that some time ago, now I think only thing that I am missing from similar Genesis items is this...https://www.daz3d.com/genx2-addon-gen3-kids , Though I wish I could complete UV sets and morphs for G2 and up :).
Anyway thanks for carboard tutorial. I really needed it :) but will have to wait till friday to read trough it. Thank You very much!
Got that some time ago, now I think only thing that I am missing from similar Genesis items is this...https://www.daz3d.com/genx2-addon-gen3-kids , Though I wish I could complete UV sets and morphs for G2 and up :).
Anyway thanks for carboard tutorial. I really needed it :) but will have to wait till friday to read trough it. Thank You very much!
You are more than welcome :-)
Remember, one does not "have to" cut the figure out to use the planes. Doing so cuts down [hopefully] on the amount of time required for the rendering engines to computate whatever it is they are doing.
To date I don't have any of the GenX products, maybe one day if/when they get the package together and on sale.
You may or not also be interested in these items which are also on sale today, a couple are for clones 'n shape, the other couple are just shapes.
No .pdf file today ... just images, decided to look into this lighting for Iray situations. Instigated by trying to render today and getting black or orange screens and like what! So ... I tried making a dome prop as has been done in the past ... and those are totally passé apparently. Iray does not play nice with them. Iray has its own Dome ... not to make things go the way we think they should, but to learn how to get results we want doing things the way Iray does them. Works better that way ;-)
In the comparison images, nothing was changed except the setting indicated. Far from comprehensive I hope it takes some of the mystery of it all away as this is one feature where understanding some of the what and why is helpful. Every scene would have its own setting requirements and as some scene load changing render settings, you may wish to also Save your preferences too. Experimenting is safe as there is that handy "default" button to reset the values.
This item is on sale ... and it is one that I've been known to use in tutorials as it makes a great clothing base. So you may be interested to grab one while it's on sale today.
It is so nice to see a page that actually mentions Daz Studio as being one of the programs supported :-)
The download is over 1 gig. It will install a previous something or other too ... nothing to be concerned about as far as Daz Studio goes. Save the goodies to a folder in Documents, wherever you please. I have in the editing basket some images to illustrate how to easily make shaders, shader presets and material presets for any or all of these goodies. VERY basic.
Well the Puppet mesh is no longer on as great a sale as it was ...
Good news though as the family emergency situation seems to be stablizing ... and I have a set of images in the proof-reading basket for the next tutorial. It involves making Shaders and Shader Presets from those delightful .mdl files from Nividia. They really are nice so hopefully everybody who wants to has downloaded them. For those who did a long time ago, these are an updated batch ;-)
Far from comprehensive, this is a VERY basic "how to" for converting some .mdl files [available from Nvidia] into D/S Shaders. In this walk through tutorial we make a Shader, a Shader Preset and a Material Preset. As with many things 3D one learns by doing. Read the tutorial first and then follow it. Aimed for beginners [which is where I'm at too for this topic] so hopefully I didn't miss any important steps. Some knowledge of how to use D/S is expected.
n.b. there is more than one link on the NVidia website from which one can download the collection. If you click on the one requiring contact information be sure to use a real email as they will email the download link.
A little heads up for everyone on these .MDL files, where ever you install them they will have a folder structure "mdl/nvidia/vMaterials". When you add the pathway to the MDL Directory Manager in the ShaderMixer, make sure you point it to the "mdl" folder, point it to any of the subfolders and Iray and the SM wont find the textures.
Second thing to be aware of is that the textures supplied with this are tileable, yet none of the "bricks" I've checked can get a texture tiler brick connected to them. They do have a Translate and a Scale connecter, but Float2 (F2) connecters can't be directly connected to the User Parameters brick. So we need another brick (or two) to make the connection, I think it's a case of too many bricks in the brickyard as I'm about crosseyed trying to find something to use.
A little heads up for everyone on these .MDL files, where ever you install them they will have a folder structure "mdl/nvidia/vMaterials". When you add the pathway to the MDL Directory Manager in the ShaderMixer, make sure you point it to the "mdl" folder, point it to any of the subfolders and Iray and the SM wont find the textures.
Second thing to be aware of is that the textures supplied with this are tileable, yet none of the "bricks" I've checked can get a texture tiler brick connected to them. They do have a Translate and a Scale connecter, but Float2 (F2) connecters can't be directly connected to the User Parameters brick. So we need another brick (or two) to make the connection, I think it's a case of too many bricks in the brickyard as I'm about crosseyed trying to find something to use.
Thank you very much for these pointers.
I agree that for a full function Shader, they will definitely require more bricks to be added however in the meantime this process will enable folk to make some use from the one brick.
In the long run I would also like to have options for more than one image, maybe even some double-sided, and all kinds of stuff -- when/as/if we ever figure out the rest of brickyard.
@Bejaymac be there any chance of telling us where you found those bricks? I've been through the brickyard a few times now ... probably hiding in plain sight ... I did find some possibilities but alas one turned everything black and the rest did nothing. I gather there's an override feature in how these bricks get put together.
For all: hope we noticed that there's a filter for the sidebar brickyard. That's real handy.
edit to add: As I work my way through the files, yes, not a surprize however, not all of these work well "as is" ...
Comments
Working on several ideas for the next tutorial. I have a question. Is anybody interested to have some form of bushy eyebrows for this character?
project on back burner
Ooh, Star Trek this would be a great tutorial but start new thread. State Star Treck morphs how to and you will get more people respond. Nice work by the way
Thank you.
Actually what I'm doing is updating the title of the post when new tutorials are posted. And one day I will put post links into the first post of the actual tutorial posts.
Knowlege is always good. Look foward to your tutorials.
Could be awhile ;-)
edited to remove images ... Project on back burner ...
I feel a star trek marathon coming on.
Thank you for all your tutorials. Now I have more to add to my October of Tutorials.
Some shaders work only with the 3Delight system, others with the Iray system. If one should happen to have both types of shaders in one image one is going to problems. So one way of coping is to make 2 renders. Omit from the scenes the incorrectly shaded items for each render, then layer them together in an image editor. Not catching the problem until the render was well under way, I used a background eraser ;-) As an Iray image renders black with 3Delight, the horse has no shadows so there again that is something to plan ahead for how to handle, be it by rendering in a shadow on another plane or adding shadows in the image editor.
Anyhow, thought some might like to see a furry horse.
A furry horse is called a mule. Never seen a white mule much less a centaur mule girl. Oh, I composite all the time it overcomes all kinds of limits imposed by just using one type of render engine. Nice work on Mueltaur.
Interesting, I didn't know furry horses were called mules. Thought was only a reference to the offspring of donkeys and horses. So we've invented a new creature! I used the furry shader from Supersuit.
There are indeed white mules.
Retired.
Nice tutorial thank you
Hi everyone, not sure how the next few weeks are going to play out, RL family semi-emergencies meaning that atm I have no idea as to how much time I'll have free for hobbies, so not to be overly concerned but there may be abit of rest before anymore tutorials are released.
Just a HU - the V4/M4 shapes for Genesis are on sale atm.
Got that some time ago, now I think only thing that I am missing from similar Genesis items is this...https://www.daz3d.com/genx2-addon-gen3-kids , Though I wish I could complete UV sets and morphs for G2 and up :).
Anyway thanks for carboard tutorial. I really needed it :) but will have to wait till friday to read trough it. Thank You very much!

You are more than welcome :-)
Remember, one does not "have to" cut the figure out to use the planes. Doing so cuts down [hopefully] on the amount of time required for the rendering engines to computate whatever it is they are doing.
To date I don't have any of the GenX products, maybe one day if/when they get the package together and on sale.
You may or not also be interested in these items which are also on sale today, a couple are for clones 'n shape, the other couple are just shapes.
https://www.daz3d.com/genesis-3-male-for-genesis-2-male-s
https://www.daz3d.com/genesis-3-female-for-genesis-2-female-s
https://www.daz3d.com/genesis-2-legacies-for-genesis-3-female-stylish
https://www.daz3d.com/genesis-2-legacies-for-genesis-3-male-heroes
... and don't forget to check out today's free stuff, a couple of starter bundles!
Dug this ol' file up, as there have been a number of "how to" queries, how to share one's "character" without giving away morphs!
One saves out a Shape Preset, the user has to have the required products or it will do nothing.
No .pdf file today ... just images, decided to look into this lighting for Iray situations. Instigated by trying to render today and getting black or orange screens and like what! So ... I tried making a dome prop as has been done in the past ... and those are totally passé apparently. Iray does not play nice with them. Iray has its own Dome ... not to make things go the way we think they should, but to learn how to get results we want doing things the way Iray does them. Works better that way ;-)
In the comparison images, nothing was changed except the setting indicated. Far from comprehensive I hope it takes some of the mystery of it all away as this is one feature where understanding some of the what and why is helpful. Every scene would have its own setting requirements and as some scene load changing render settings, you may wish to also Save your preferences too. Experimenting is safe as there is that handy "default" button to reset the values.
Lights 'n Domes
Sevrin mentions in another post that if one does not want to see the HDR, just have the lighting goodness, turn Draw Dome to Off.
Free .hdr images can be found at several sites including hdri-hub and hdrihaven.
And the rest:
This item is on sale ... and it is one that I've been known to use in tutorials as it makes a great clothing base. So you may be interested to grab one while it's on sale today.
https://www.daz3d.com/puppet-merchant-resource-base-mesh
...............................
There are a LOT of material bricks available for D/S here: https://developer.nvidia.com/vmaterials
It is so nice to see a page that actually mentions Daz Studio as being one of the programs supported :-)
The download is over 1 gig. It will install a previous something or other too ... nothing to be concerned about as far as Daz Studio goes. Save the goodies to a folder in Documents, wherever you please. I have in the editing basket some images to illustrate how to easily make shaders, shader presets and material presets for any or all of these goodies. VERY basic.
Well the Puppet mesh is no longer on as great a sale as it was ...
Good news though as the family emergency situation seems to be stablizing ... and I have a set of images in the proof-reading basket for the next tutorial. It involves making Shaders and Shader Presets from those delightful .mdl files from Nividia. They really are nice so hopefully everybody who wants to has downloaded them. For those who did a long time ago, these are an updated batch ;-)
And here it be! .pdf in zip folder Building Shaders in D/S4.12
Far from comprehensive, this is a VERY basic "how to" for converting some .mdl files [available from Nvidia] into D/S Shaders. In this walk through tutorial we make a Shader, a Shader Preset and a Material Preset. As with many things 3D one learns by doing. Read the tutorial first and then follow it. Aimed for beginners [which is where I'm at too for this topic] so hopefully I didn't miss any important steps. Some knowledge of how to use D/S is expected.
n.b. there is more than one link on the NVidia website from which one can download the collection. If you click on the one requiring contact information be sure to use a real email as they will email the download link.
A little heads up for everyone on these .MDL files, where ever you install them they will have a folder structure "mdl/nvidia/vMaterials". When you add the pathway to the MDL Directory Manager in the ShaderMixer, make sure you point it to the "mdl" folder, point it to any of the subfolders and Iray and the SM wont find the textures.
Second thing to be aware of is that the textures supplied with this are tileable, yet none of the "bricks" I've checked can get a texture tiler brick connected to them. They do have a Translate and a Scale connecter, but Float2 (F2) connecters can't be directly connected to the User Parameters brick. So we need another brick (or two) to make the connection, I think it's a case of too many bricks in the brickyard as I'm about crosseyed trying to find something to use.
Thank you very much for these pointers.
I agree that for a full function Shader, they will definitely require more bricks to be added however in the meantime this process will enable folk to make some use from the one brick.
In the long run I would also like to have options for more than one image, maybe even some double-sided, and all kinds of stuff -- when/as/if we ever figure out the rest of brickyard.
"Whistles out of tune"
Oh now, that's to be a "joyful noise" yes! Congrats ... so far all the additions I tried did nothing lol ...
...........
to all: remember when looking for more bricks to add, they must be from the mdl category, the rest are for 3Delight
.....................
by the by ... anyone into collecting shaders, there have been lots on sale this past month and today there is this one to put fur on everything!
https://www.daz3d.com/oso-fur-shaders-for-iray
that's not poke through ... that's called putting clothing on something that should not wearing clothing ;-)
Thank you for that HDR and lighting info. Great stuff.
Thank you. It's only a beginning! There are so many variables.
Yeah, that was the first thing to go into my basket. Very useful this shader.
@Bejaymac be there any chance of telling us where you found those bricks? I've been through the brickyard a few times now ... probably hiding in plain sight ... I did find some possibilities but alas one turned everything black and the rest did nothing. I gather there's an override feature in how these bricks get put together.
For all: hope we noticed that there's a filter for the sidebar brickyard. That's real handy.
edit to add: As I work my way through the files, yes, not a surprize however, not all of these work well "as is" ...