Shader Builder / Shader Mixer
I am confused on what the difference of these two is.
I noticed that if I apply a Shader from Shader Builder the texture will show up in the OpenGL viewport. However when I try to import the material in Shader Mixer nothing happens. Is there a way to import a shader from the scene into Shader Builder?
When I apply a Shader through Shader Mixer no textures appear in the OpenGL viewport but they do appear in whatever renderer I'm using. Is there a way to make my Shader Mixer changes show up in my OpenGL viewport? I know you can preview Iray shaders through OpenGL but when I apply the Daz Default Material through the Shader Mixer and try to change the Diffuse to a texture nothing happens. The texture shows up in the render but the OpenGL is blank.

Comments
Shader Builder is 3Delight only.
Shader Builder manipualtes blocks of rsl code, or even complete shaders, and swraps them in the needed DS support files when done - the output is a complete, compiled shader without the initial brick set-up. Shader Mixer provides building blocks (RSL, MDL for Iray, or both) that can be hooked up to make a shader and applied directly to the surface of a model; the sahder is stored as a brick network so it can always be reedited, it is compiled only at render time.
Is this why I don't see any changes in the OpenGL viewport when I use the Shader Mixer? I can see ambient color changes however textures in the Diffuse channel don't show up at all. This works if I load a Genesis 2 figure, every change shows up in OpenGL (munus the real-time shadows) but stops working if I create something from scratch in Shader Mixer.
No.
In your surfaces tab things like Diffuse, Opacity etc are channels, the problem is that OpenGL can only recognize a couple of them.
In the SM an Image Map brick is it's own channel, and by plugging it into Diffuse Color you have basically turned off Diffuse, which leaves OGL with nothing to display.
Look at the SM window, on one side you have the large preview window, directly under you have two tabs, Brickyard and Properties. Properties shows your shader as it would appear in the Surfaces tab, this is also where you edit channels to assign them to different channels.
Click on the cog for the channel you want to edit, and select parameter settings from the menu, in this case for both Name and Label use the button with the down arrow and select Diffuse Color for both of them, Path you want to select Diffuse, click accept and your done.
OpenGL will now see any texture you plug in there.
Thank you! I finally get it now.