Question about UHT Hair Shaders for Iray

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Comments

  • ToborTobor Posts: 2,300
    fastbike1 said:

    Well this thread just made anther sale. I had skipped over the product at first because I had the OOT Iray Shaders. Personally, there have been too many occasions when I wasn't happy with the result. 

    I had the same experience. Not to knock OOT, but Slosh's product is the better one, IMO. It works with more hair, especially some of the ancient V4 stuff I still use.

    I'm happy to have the OOT product as a backup, but when converting hair for Iray, I always try UHT first. (Actually, I try the default shader first, touched with the default Uber Iray. About 1 time in 10 it looks best of all, for whatever reason.)

  • ToborTobor Posts: 2,300

    As for the UHT Hair Shader... does it create variegated strands of color? That would, for me, be a huge reason to buy this. (I can make decent hair without it, but the weakness is mid and light tone hair being all one color since regular hair base color maps include lighting and have to be trashed)

    Yes, though some colors are better than others. I don't think it makes as much sense for the "artificial" colors, because those are from a bottle, and in the real world aren't varied much, if at all. I think the attention would have been better if these were about sheen and texture. I don't think I've ever used the bottle colors, as to me they don't look real, but they're there for you to open in Photoshop and tweak. I also took the black and crushed it a bit -- too many of my characters looked like they were going prematurely gray! 

  • barbultbarbult Posts: 26,165
    Slosh, thanks for the reply about the normal maps. When you didn't respond right away, I figured the notifications system failed again. I seem to get dropped from one or two thread notifications every couple weeks or so.
  • KaribouKaribou Posts: 1,325
    edited August 2015

    I use this shader on EVERYTHING.  Used here on Liliane Hair for V4 (SWAM) and PixiePerfect Hair for Genesis 2 Female(s) (goldtassel).  Both of these were simple click-and-go applications.

    Seriously amongst the best products I've purchased for use in Iray.

     

    LittleKeran.jpg
    2000 x 2000 - 759K
    June Roses.jpg
    2000 x 1600 - 2M
    Post edited by Karibou on
  • SloshSlosh Posts: 2,391

    Wow, two really strong renders :)  I love them both.  That Pixie hair with all the curls is great.  I have to check my library and see if I have that one (I have most of goldtassel's hair)

  • KaribouKaribou Posts: 1,325
    dhtapp said:

    The hair layers look good, but alas I still can NOT figure out what to do about some of the scalp layers.  

    This isn't Slosh's fault; the directions specifically state that the regular hair texture should be loaded first to get all the maps, and that these shaders are meant for all layers except the skullcap or "scalp" layer.

    For skullcaps, I've been first applying the UHT to the skullcap layer.  I then go into each of the texture channels and select the ORIGINAL skullcap image/opacity/bump, making sure I pick the lightest texture in the original texture's folder (or a bump map if available).  I can then use the color value for the skullcap Base Color map to adjust it to something that closely matches the UHT shader I've chosen.  Frequently, one of the base skullcap textures works fine without having to fiddle with the texture color at all.  Otherwise, just applying the regular DAZ ubershader to the skullcap and reducing the glossy weight to 0 works, too. 

  • barbultbarbult Posts: 26,165
    edited August 2015

    I still love this product! UHT on Udane Hair on Genesis 3 Female.

    UHT Udane Hair G3F

     

    Udane Hair UHT Dogz morphs older Iray.jpg
    1236 x 1600 - 1003K
    Post edited by barbult on
  • barbultbarbult Posts: 26,165
    SimonJM said:
    barbult said:

    I learned something about Cat's Meow hair today when rendering it in a lighter color (buttercup). Both "fine" surfaces have UVs that run horizontal instead of vertical. I didn't notice that when I rendered it in black. So I went into Photoshop and rotated the UHT buttercup and bump textures and manually put the rotated versions into the surface maps for the fine surfaces. I think this little fix will make it look much better. It would be nice if shaders that had maps came with both vertical and horizontal versions. (I've often wished for that with Fabricator textures, especially.) But that would double the already huge sizes of such products. An even better solution would be if the built in image editor in DS allowed 90 degree image rotation. I haven't found a way to do that. Does anyone know if map rotation can be done inside DS 4.8?

     

    Not sure if it can be done with Iray shader textures, but with 'normal' DS shaders I have 'cheated' by using the Layered Image Editor, You can rotate images in that in 90 degree increments, and you do not need to add a layer to do so (so you can rotate the 'base' image).

    I finally got around to trying this and it works perfectly!!!! It is a pain to have to open each channel's image in LIE, but it works, so the effort is worth it. Thanks for the great tip!

  • I purchased this product and have been playing with it this morning.

    Some hair products sell additional colors seperately. Others don't have extra color options at all. This product can provide these extra colors and makes it a bargain purchase for this reason alone.

     

  • Jan19Jan19 Posts: 1,109

    I purchased this product and have been playing with it this morning.

    Some hair products sell additional colors seperately. Others don't have extra color options at all. This product can provide these extra colors and makes it a bargain purchase for this reason alone.

    Yes, it's very handy.  Lends lots of versatility to hair!

     

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