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© 2026 Daz Productions Inc. All Rights Reserved.
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Hey Ocean. thanks for the insight on that! Yup, I was definitely having a glosiness issue, but wasn't aware of that setting, so I'll look into it for next time. Still not a fan of OmniShader, although I suppose it could be my lagging old system taking the joy out of using it.
Too late to salvage the current render, but I'll have a try tomorrow in post (it's currently around 2:30am here).
Nice to see a masculine-looking male, by the way. It's annoying the amount of effeminate-looking males on the store, so it's good to see a character like Holden!
There are many different unrelated shaders beginning with the prefix Omni, so I would advise to avoid saying "OmniShader" because it is not clear enough which one you are referring to, especially when we are already discussing two different kinds in this conversation now (OmniSkin and OmniHair, which are essentially unrelated to eachother).
I will remark that I only deployed the OCN OmniSkin because I believe the end result is better, but a longer render time is a known drawback, especially notable for those with non Nvidia cards or slower machines, in which case the benefits may not outweight the costs. There are other issues with the shader, which we have been discussing at length in the OmniSurfaceBase thread on this forum.
When I was preparing the materials for PBRSkin, I tried to ensure that the PBRSkin was very close to the OCN Omniskin material preset, so I would suggest just using the PBRSkin material to avoid any pitfalls with OCN Omniskin presets. It's not like I made one good material preset (OmniSkin) and then phoned in the other (PBRSkin). I made them both look acceptable.
It is possible to get PBRSkin looking close to OmniSkin with much effort (see attached). The problem when setting up materials with PBRSkin (and Iray Uber had the same exact problem) is that PBRSkin is highly dependent on the Translucency Color map, where even minor changes in color values will lead to drastic changes in the skin appearance. This makes fine tuning the skin on PBRSkin and Iray Uber infuriating. The Translucency Color map used for those two shaders is also necessarily lacking in detail because it has to be washed out/blown out vs the main color map, and this means that the final skin lacks a certain level of detail. For OmniSkin you can keep all the important detail in the color map because it doesnt use a "Translucency Color" map at all let alone a washed out one, and the maintained detail is borne out in the final result.
Unlike PBR, Omni Shader does offer a Opacity cutout.
It just needs to be unlocked/activated.
PBR and Omni Shaders both have their flaws. PBR is usually to dark on skins, Omni Shader is to bright.
I fixed it by by darkening the skin textures.
I copied the the skin textures in Photoshop to a new layer, set the new layer to multiply by 50% and merged the layers to visible.
It is easier to darken the textures, than brightenen them. By making the skin maps brighter, they are loosing details.
I never liked DAZ PBR skin materials. Omni looks so much better.
Thanks to Ocean for getting me on the Omni-path.
https://www.daz3d.com/pbr-skin-plus
At an extra prize to pay.
Omnisurface Base by Mello is free:
https://www.daz3d.com/forums/discussion/703161/omni-surface-shader-test/p4?srsltid=AfmBOoqPC88oRxK7U-62Kt5ycbs9gaPJAN3T8mzDFGEyDFu15AkM9Nob
Thanks all for the info, and, I think it's fair to say this shader has a new fanboy right here!
That, however, was an absolutely gruelling experience on my machine, so there's no way I could use it until I get a new GPU. In order to use and get my head around a shader as sophisticated as that, I really need to be able to mess around with sliders and have live visual feedback so that I can learn as I explore it.
Anyway, I've done a render of Holden using an 80mm f/1.2 lens. He's intentionally underexposed to keep him within the TOS, and to keep the ladies guessing!
Click Image for Full Resolution
@Ocean
At the moment, I've not much clue as to what I'm doing with it, but looking at the output of OmniSkin, it's as if you've simulated an epidermis layer, and that's the single most important thing I felt the other shaders were lacking. Whatever it is I'm seeing, well done! Buggered if I can find that "Render Tesselation Sides" setting though! I've searched both the Surfaces and Render Settings tabs using the actualt search panel for each window and still can't find it. I'm just wondering if it's because i'm rendering on a CPU instead of GPU. Does it perhaps show only for Nvidia cards?
@jmucchiello
Thanks for the link but Ocean's OmniSkin is on another level compared to that series of shader. I just need a better system before I can enjoy using it.
@Masterstroke
I wish I could just switch over to it right now, but it's just not feasible (for me due to my old system). Even the render I did yesterday didn't turn out that clever since I've somehow managed to give him a rash, and I completely forgot to adjust subsurface on the eyes. Also, while it looks as if there's a normal map in use on the lips, the rest of him looks to be without normal maps. No idea how I've managed to do that, so I'm putting it down to the weirdness I'm having with my DS install.
For some reasons, I don't really understand, copy and paste Omni shader from e.g. Holden's settings does not work as expected. Quite often the target shader looks to wet and as I said before textures are way to bright.
Copy to where? To a different shader?
There is a problem with Iray on both PBRSkin and also on OmniSkin where if you are not on Frame 0 on the animation timeline, there can be a visual fault with specular settings on iray preview. If you have too wet or too dry skin and nothing is working to adjust them, the only fix I am aware of is to restart Daz. This has been a problem for years.
What textures? If they were made for another shader, then they are as bright as they were intended to be for that other shader.
I did not make this shader. It is NVIDIA's OmniSurfaceBase shader, which you can find documented online.
Skin tissue is simulated only with subsurface scattering i believe, same with PBRSkin.
As stated by other poster, its under Parameters. You can adjust the profile of hair curves and poylines in Daz Studio using "Render Tesselation Sides". It is a feature of Iray so independent of card type.
0 and 1 = Iray Curve,
2 = 2D strip,
3+ = geometry "fibre"
I dont understand why the behaviour of "0" and "1" are so different, given they are both rendering as iray curves, but for some reason they have an impact on some of the surface parameters of Omnihair shader.
You can reapply the material preset to get the maps back to default. If there is a problem with your install, then you would have received an error about a missing file upon load.