Coming soon : Material Preset Builder for Daz Studio [Commercial]
Mada
Posts: 2,079
I create a lot of textures for my products and it can get quite time consuming to set up all the mats after exporting from Substance, so I created this for myself and it ended up being so useful I decided to put it in the store :) In testing now - not sure when it will release.
Material Preset Builder turns your exported texture maps into Iray material presets for Daz Studio. Select your garments, choose your texture folder, and let the builder connect the maps using its included base shader settings. Instead of loading textures into each shader channel by hand, you get ready-to-apply mat poses to test and refine in Daz Studio.
From Texture Exports to Mat Poses
Use the included Substance Painter export preset to prepare your maps, then build materials for selected pieces of an outfit. Material Preset Builder supports Base Color, Roughness, Metallic, Normal, Height and Opacity maps, you include only the channels your material needs.
With Photoshop installed, the builder can resize larger source textures to 4K and save finished textures as JPG, PNG or TIFF. Exporting at 8K and reducing in Photoshop is particularly useful for preserving stitches and other fine details. Your original source images remain untouched.
The finished textures are organised in your Daz Studio content library’s Runtime folder, with matching material presets saved under the outfit’s Materials/Iray folder.
Flexible Workflows
- Create textures and material presets together: process exported maps and build matching mat poses.
- Use existing Runtime textures: create material presets without copying or resizing textures. Photoshop is not required for this workflow.
- Update textures only: process revised exports without overwriting material presets you have already adjusted.
- Handle attached objects: create separate mat poses for supported objects such as buttons and jewels, with the option to share a texture set.
- Add colour options: use the optional Colours tools to tint lighter texture maps and save additional mat poses without editing the texture images.
Requirements
Daz Studio, garments and texture maps are required.
Adobe Photoshop is required for texture processing and resizing. You can create mat poses without Photoshop by building directly from existing runtime textures.
Material Preset Builder is a standalone utility and works with any DS version.





Comments
Interested...
@Mada
So the application was mostly designed for content creators ? And the workflow has to be started from Substance Painter with which one needs to make textures first of all ?
@crosswind anyone can use it. The workflow matches mine which starts in Substance and then reducing images from 8K to 4K, but you can also skip that step and simply point it at the folder with finished textures. Textures can be created any which way you choose.
Its also not a script but an app you run standalone from Daz Studio :)
Great ! Thanks for the clarification !
Really interesting, can I use Gimp or Affinity instead of PS?
Oh, less interested. Don't have PS and I don't like stuff written to content library. Anything I create exists outside the content library so that it's easy to backup.
Can you use GIMP in place of PS?
Can you set the save directory to some place other than content library?
@tsroemi
You can use GIMP or Affinity to prepare your textures but the builders' automatic resizing and image format currently requires Photoshop. We looked into Affinity integration during development, but it didn’t give us the seamless automated workflow we needed. I did not look at Gimp but it might be a possibility in the future.
If your textures are already at the size and format you want, you can put them in your Daz Studio library under Runtime/Textures and use Create Mats from Runtime Textures. That connects the maps and creates the material presets without Photoshop. Just keep the expected map filenames so the Builder can identify them.
@jmucchiello
You need photoshop for the automatic image resizing where you just point it at a folder and it resizes and saves everything in the folder you want. You can use GIMP of course to prepare the textures and save them out, there is an option to bypass photoshop and use an existing folder.
It doesn’t have to be your main content library. You can use a separate working folder on another drive, add it as a content library in Daz Studio, and select it in the Builder’s Setup.
The Builder will save the textures and mat poses there using the normal Daz folder structure. It doesn’t currently save to an arbitrary folder outside the selected library, because the mat poses need valid paths to their textures. Saving it completely outside a Daz content folder loses the path.
The required capability exists in C6 to run scripts and resize - but I don't have CS6 so can't confirm for sure that it would work.
Yeah, that's a pass. I store my personal textures in a directory structure unique to my setup. It's "a content library" path in DS but it has none of the standard structures.
Mada, thanks for explaining! I'm sorry but that will be a pass for me then. I don't support Adobe. Cool product nevertheless I think.
I have Photoshop CS4 and also abandoned Adobe products when the company went to the software subscription business model. CS4 was installed on my Daz Studio laptop but when I uninstalled and reinstalled it three years ago, I discovered that I could not activate it because Adobe had taken down the activation server for CS4. I still have it on my 14-year old business class laptop, though. I don’t know if CS6 has suffered the same fate as CS4 or not. Did you install CS6 within the past three years? If CS6 has suffered the same fate as CS4 (past Adobe’s end of support), don’t uninstall it or you won’t have it again. :(
Affinity Photo seems to be a good alternative these days :) I dislike the whole photoshop subscription model but right now I can at least take it off business expenses.