Shader help
Super cheese sandwich
Posts: 633
in New Users
How can I apply the skin color of a character into a prop?
Thanks!
daz1.jpg
1366 x 728 - 220K

Comments
Help
Please don't bump threads.
It would help if you told us what set that is - judging by its thumbnails I suspect it uses some fancy effects shading and that will almost certainly be specific to application and render engine, and may not show in the plain preview modes even if it is working in Daz Studio with you current render engine - have you tried rendering the scene you show in your screen shot to see if it then looks right?
Best I can come up with is to make a tiling texture with a suitable section from the skin tex and then fiddle with material settings to get a match.
Don't know if it's going in the right direction for what you want?
Edit: After having a little bit more of a play. you don't have to worry about tiling. It only seems to take colour info from one spot on whatever diffuse map you use.
*I want to apply the skin color of a character into a prop. I'm using Iray
*I'm sorry Richard It won't happen again
Thanks to all for the answers! I tried to replicate that image but I can't
What is a diffuse map? For What are they used for?
Thanks again!
Hi, these props use some kind of shader that I don't know anything about (procedural maybe) but I have worked out how to get them to match a figure models skin tones. As well as the results below anyway. I'm not to good at writing clear instructions but will start working on them now and should have them up in a couple of hours.
Are these the sort of result you're after?
First set your characters surfaces up as you want them (and save just in case). Using lights close to what you plan for the scene helps.
Save the skin settings (Face or Body/Torso should do) as a shader preset.
Copy a section (64x64 to 512x512 pixels is adequate) of the characters texture (again, from the Face or Body/Torso seem the best) and save as jpg (to a "Project Folder" or leave it in characters texture folder).
Load the splash prop.
Apply your shader preset to the prop (you may have to drag and drop).
Open the Surface Tab for the prop and change any maps to "None" except the Diffuse, change that to the small jpg you saved earlier.
You need to fiddle with gloss levels (whichever apply to the shader base you used to set up the characters material settings)
This should get you very close but you can fine tune by using the tile offset dials to change exactly what colour the shader is basing everything on.
Also lighting has a dramatic effect on final results. If you get lines and bumps on the prop surface try turning Smooth off.
The first sample above was in D|S 4.9 and iRay, the other two in 4.7 and 3DL using AoA Subsurface shader.
The one below, which I forgot to attach is also 4.7/AoA
Edit: The water props aren't UV mapped.
Sorry mdmanouusoso. I didn't take in your question about diffuse maps. Basically that's the texture image that's wrapped around the 3D models. With D|S they are in their own folders in Runtime/Textures/ where ever your Daz content is stored.
To find the texture to copy a sample from as I suggested above go to Surfaces Tab, find the Diffuse Color channel and click the square icon. That should take you to the folder where the models textures are. You can open one of the skin textures in any 2D painting program (even Windows Paint) or COPY (NOT move) it to your Desktop or where ever first, then open it to work on.
Surfaces Tab is important to be comfortable working in if you want to do much in Daz Studio other then work with products "strait from the box" but I'm not I right person to try and explain it to you. My ability to make things clear with writing is too limited and slow.
Thank you very much for the help Pack58! I really appreciate it!
Yes, I want to replicate that effect
I got stucked in "Save the skin settings as a shader preset". I select the figure (G2F) then ->File -> Save as -> Shader Present. When I make that a pop up appear "You must select one object in the scene with geometry and one surface of that object to save a Shader Present"
What is a object with geometry?
How many surfaces can have a object?
Thanks again!
Any item that is model/mesh probably qualifies as 'an item with geometry'...G2F, certainly does.
Now the other part...technically an item can have as many surfaces as it does polygons than make it up...practically a lot less than that. G2F has a few...and that's where the problem was. To make a shader preset, you only need 1 surface...not all of them. So in the surfaces tab, expand the list and pick somthing like Arms...
What mjc1016 said. I used the Head or Torso for the shader settings on the above examples, depending on where I copied the skin texture from. (Edit: not that it matters, the settings should be the same for all the skin areas in most cases).
There are almost certainly easier ways to achieve what you're after but unless someone drops in and shares them I guess you're stuck with mine.