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Daz 3D Forums > 3rd Party Software > Blender Discussion

The Shader Mixer Deciphered (Blender to Daz Conversion)

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Comments

  • RayDAntRayDAnt Posts: 1,154
    July 2021

    mcorr said:

    margrave said:

    Godrays.

    Tonemapper's set to a Shutter Speed of 1, an f-Stop of 8, and an ISO of 800. Render Settings are set to "Scene Only", with a single yellowish Distant Light outside at 200,000 lumens. The fog shader was applied to a single primitive cube scaled up so it envelops the entire attic room.

    I'd love to know how/where you found the bricks (inputs) diagramed above (went through all the resources,but found nothing) ... could you maybe attach a file so we can play with this?

    Pretty sure you need the vMaterials library discussed/linked to here.

  • margravemargrave Posts: 1,822
    July 2021

    mcorr said:

    margrave said:

    Godrays.

    Tonemapper's set to a Shutter Speed of 1, an f-Stop of 8, and an ISO of 800. Render Settings are set to "Scene Only", with a single yellowish Distant Light outside at 200,000 lumens. The fog shader was applied to a single primitive cube scaled up so it envelops the entire attic room.

    I'd love to know how/where you found the bricks (inputs) diagramed above (went through all the resources,but found nothing) ... could you maybe attach a file so we can play with this?

    I started going through the MDL documentation to compile a big list of what every node does, but...

    Well, there are a lot of them.

    But, for this case, two of the three nodes ("User Parameters" and "Thick Transparent") are both in the sidebar of the picture, and the third can be found by expanding "Root".

  • margravemargrave Posts: 1,822
    July 2021

    RayDAnt said:

    Pretty sure you need the vMaterials library discussed/linked to here.

    No, those are all native Daz Studio nodes. The vMaterials library are all implemented with the Custom MDL node. 

  • mcorrmcorr Posts: 1,104
    July 2021

    Thanks Margrave ... that's my project for tomorrow!

  • mcorrmcorr Posts: 1,104
    July 2021 edited July 2021

    So, I tried, but stillhave something I can't figure out...

    I have all three bricks, but the User Parameters one doesn't have VolumeScattering nor IOR when I load it,....nor can I figure out where to find them or how to add them as a parameter in the User Parameter brick. Add User Parameter under UserParameters hasno such options (only Float, Int, Bool, Color, Enum, Image, String, and File).

    Also ,I am unable to run a connector between the Bricks. When I click the output (of Thick Translucent) and try to connect it to the input (of MDLSurface), nothing happens...no connector appears.

    If the answer on the missing Scattering and IOR outputs is to crearte themoneselffrom User Parameter: AddUser Parameter: Float, I tried that (renamed the"Values" and changed "Float values" to NOT percentage), however (1) the "F" outputs are not green like yours (thea are grey and pink), and regardless, I still can't figure out how to connect the bricks ... no connector "string" pops up regardless of what I try. ... but I was able to connect the bricks simply by adding a numeric value to the two parameters I created.

    Was my assumption above about creating ones own parameters correct?

    What am I missing?

    fiddled with the input numbers .. it's working now .... G O D R A Y S  .... THANKS!!

    Post edited by mcorr on July 2021
  • margravemargrave Posts: 1,822
    July 2021

    mcorr said:

    So, I tried, but stillhave something I can't figure out...

    I have all three bricks, but the User Parameters one doesn't have VolumeScattering nor IOR when I load it,....nor can I figure out where to find them or how to add them as a parameter in the User Parameter brick. Add User Parameter under UserParameters hasno such options (only Float, Int, Bool, Color, Enum, Image, String, and File).

    Also ,I am unable to run a connector between the Bricks. When I click the output (of Thick Translucent) and try to connect it to the input (of MDLSurface), nothing happens...no connector appears.

    If the answer on the missing Scattering and IOR outputs is to crearte themoneselffrom User Parameter: AddUser Parameter: Float, I tried that (renamed the"Values" and changed "Float values" to NOT percentage), however (1) the "F" outputs are not green like yours (thea are grey and pink), and regardless, I still can't figure out how to connect the bricks ... no connector "string" pops up regardless of what I try. ... but I was able to connect the bricks simply by adding a numeric value to the two parameters I created.

    Was my assumption above about creating ones own parameters correct?

    What am I missing?

    fiddled with the input numbers .. it's working now .... G O D R A Y S  .... THANKS!!

    I went over this previously in the thread, but to create a variable inside User Parameters, you need to take the input (from Thick Transparent), and connect it to the V(ariant) output socket. That will automatically create a variable field.

    Also, as far as I can tell, the connector colors are meaningless.

  • Catherine3678abCatherine3678ab Posts: 8,556
    July 2021

    The connector colors are pretty :-) You can right-click on them and change them to any other color you like too.

  • Catherine3678abCatherine3678ab Posts: 8,556
    July 2021

    margrave said:

    ... edited ...

    I seriously think emissives are bugged. I can't even load emissive shaders from vMaterials into a Custom MDL node.

    ... edited ...

     I did a lot of conversions with the older release of vMaterials ... anytime a shader would not load it was usually because of a name issue. D/S will not accept bricks with spaces and/or certain funky symbols.

  • Eustace ScrubbEustace Scrubb Posts: 2,719
    August 2021 edited August 2021

    The function of the connector colors is for visual tracking:  they serve no other purpose.  Because if you have a very big shader, like one I did a few years ago for Iray & 3Delight gemstones, you absolutely must be able to tell where things are plugged in, and which cord goes to what variable.  It starts to look either like a plate of rainbow pasta, or a knitting basket that the cats have been in.  And sometimes the line stretches the width of the shader map. 

    Post edited by Eustace Scrubb on August 2021
  • stem_athomestem_athome Posts: 526
    February 2022

    I started converting some of the materials I made for blender.

    The first is chipped/cracked paint. Have (up to now)  just made the procedural masks/bumps with simple materials. I can change the size/amount of chipped paint, and size amount of paint left, with cracks filling in between.

    I need to make some materials and then add procedural dirt/imperfections.

     

    Paint01.jpg
    800 x 800 - 291K
  • yuyu.atemyuyu.atem Posts: 466
    February 2024

    Hello, is there an equivalent to the Blender Magic Texture node and to the Texture Coordinate node? More precisely, I am searching for an equivalent to the combo Texture Coordinate + Mapping + Magic Texture + Bump nodes (+ Principled BSDF, of course).

    Thank you in advance for your answer!

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