HSS vs UbS vs SSS vs DZdefault vs UberSS
WillowRaven
Posts: 3,787
I've asked this before, but it must have been in a thread under a different subject because I can't find it now. So I am asking again with its own subject line so I can find the info again when I need it, lol.
I am using DS4.7 pro and use lots of shaders to customize my scenes. I have been making a distinct effort to delete/remove all of these tiny little MAT and shader files that although are not big in and of themselves, like anything else, when there are hundreds of them, they'll add up, sucking up space on my computer one little piece at a time.
Since I have no desire to switch to iray anytime soon, lol, (I think it took me 2-3 yrs to upgrade from DS3 to DS4, lol), I only want to keep the shaders that work best for most situations; and a lot of my shaders come with duplicate themes (like chainmail) but one is HSS and the other UbS.
I am assuming what lights I tend to use most often will help with the answer, so in most cases, I am using FM's Easy Environments light sets and only the occasional, random light sets made for Daz. I don't normally mess with the Uber Area settings or create my own lights. Too much work ... lol. I like to just pick a premade set and maybe change color of the 'sun' or intensity and reposition and go.
I just want to know which works better for my purposes so I can delete the others and avoid having to guess or remember which I like better or have to do a lot of test renders all of the time just to figure it out.
Any pointers without getting all technical?

Comments
That's a hard question. From what I can tell ubersurface is an update and expansion of HSS. A lot of DS 3Delight and users and vendors are using Age of Armours SSS shader base now. Both are nice flexible shaders that offer good subsurface scattering. I don't know the specific light sets you are using, but most of these shaders will work nicely with tweaking as needed in most lighting situations.
like Jim said basically. And don't use DZdefault...it's overly simple.
Don't delete any.
They are NOT the same even if they have the same functions exposed. They way they work 'under the hood' is completely different for each one. Besides. There are tons of presets for the HSS and UberSurface around...most of the 'shaders' you use are presets for one of them.
In other words they are all useful.
Here's an example...let's say you are making a cover...the hero is facing a group of enemy soldiers. You could use a UberSuface chainmail preset on him, while the background soldiers would get the HSS version.
Why?
There are less calculations/fewer things done in the HSS version, so it would be faster to use on multiple 'background' items that don't really need the full features of the UberSurface version.
Well ... If I don't delete any, I certainly never know when to choose which, so I tend to either avoid those that confuse me or just pick whatever, lol. So UberSurface shaders are more detailed or 'better' than HSS shaders ... ok. Does one rely on the other one? Meaning, if I did get rid one in the past, would the other no longer work? Is UbS and UberSS the same thing? Ans where does SSS rank?
No, HumanSurfaceShader is not required by any UberSurfaceShader or anything. But neither is Uber an 'upgrade' to HSS. UberSurface2, on the other hand, IS a direct upgrade from UberSurface (it's a dual layer version of UberSurface).
Basically you have 3 'families' of non-default shaders...
The omnifreaker ones (HSS, US, US2...along with the lights, UA, UE2 an UberVolume).
The pw line (catch, toon, etc)
The AoA ones (SSS and lights).
Omnifreaker's stuff is the one with the most overlap among the versions...the HSS is the older, most limited, but still useful one in the list.
The problem with actually getting rid of any of those is that there are a number of 'defualt' materials that are set up to use them. As for the add-on presets...if there are two versions of the preset, (one for HSS and one for UberSurface), most likely you can remove the HSS version and not run into problems...but since the HSS is 'simpler' leaving it for background tasks is a viable option.
For closeups/main details...the more complex shader will be best. If given a choice...the DS default is the least control/least complex, so not for closeups. HSS more control/options; useful for background to mid or where all the options just aren't needed (makes a pretty decent glass/gem/metal). UberSurface/AoASSS...main details, most complex...skin/cloth/plants. Things that are the main focus.
In the same vein as the above query, what works best in daz ...
AO
No AO
SSS
It will depend on which, if any, have DS materials. DS will not read AO or SSS from a Poser material file in any event.
Well, how will I know?
If it is a Poser material, then the AO, SSS, etc won't be read. If it is Daz format material file, then they will.
It's in the poser tab, but in daz ... so how do I know which ones are daz format material files?
Look at the file extension...in the Content Library mode (not sure if it will do it in Smart Content mode) if you hover over the icon, it should pop up an info box showing the full file name. If it shows a d(something or other) then it's likely a Daz file. If it is a pz2, mc6, etc file extension (and since it's in Poser formats, this is most likely) it's a Poser format and has very basic and often not very good settings.
Ahhhh ... ok. Thanks :D
If it's in the Poser Format section and there's a scroll symbol in the upper left corner, then it has DS-optimized files.
None of the three options have the scroll.
Another MATs question ...
One of my new characters has two Mats files ... Which one is 'better'?
01 Mats AO & DS HSS
01 Mats No AO & DS
Both have the little scroll I usually look for.