Isn't a weird white film/shadow on the upper lips ?
it's hypergloss it will be back in fashion someday
but the thing i wanted to show was the blonde-shadows and blonde hair tips
compared to the old ones which were slightly black/gray/discolored
-----
recipe in Paintshop
loaded the color map
color/negative
select all
copy
load black and white opacity map
paste inverted color-map as a layer on top of the opacity map
select the "color" layer overlay type
merge the layers
save as the new opacity map
--------
fig 3 when there's no opacity image map, AND the opacity strength is not 100%
the inverse of the diffuse color tint ( saturation + hue ) supplies
the transparency tint
and the opacity strength supplies the transparency strength
case where there is no opacity map but opacity strength is not 100%
and there's a diffuse map
fig 2 : thin veils
fig 3 - for now if there is an opacity map, the diffuse color is not influencing the projected color shadows, but you could introduce it through the opacity map using a paint program
if there's no opacity map and there's an opacity strength less than 100%, the diffuse color and/or color-map is the master of the projected shadows
( that made me think of "Les Mystérons" ... pretty scary stuff :) )
fig 4 typical networks
fig 5 when there's no opacity map and opacity strength is 100%
equivalent of Daz Studio/OpenGL's ambient channel, non-emissive
well it's emissive for the camera rays and glossy/mirror rays and it's diffuse for the others
..oops i will re-design this
Will there be an option to use the always use Mix Shader instead of the Add Shader for combining all nodes?
yes in a recent version i accidentally removed the feature,
but in teleblender there will be a checkbox to globally
use a mix shader or an add shader to combine diffuse and specular
the diffuse-to-glossy ratio for that mixer will also be set globally by teleblender
the daz default materials also have a ''multiply specular through opacity'' switch, maybe this could be
usedas a per-material mix/add selector
... i will see if it affects the .mtl file adversely
when in classic TeleBlender2 mode
an emissive node is added to a material only if the material in DS has a token image map
applied to the material's Ambient Color channel
if there is one, the diffuse node is replaced by an emissive node
so the ambient color/map is whatever the diffuse color/map was
the specific ambient color map and ambient color is unceremoniously ignored
the emission node intensity is set to 100
it worked this way to allow the creation of object-lights / area-lights with an intensity of up to 100
the requirement for the presence of a token ambient image map was there to, in a way,
to reserve the ambient setting for object-lights and prevent other materials from becoming such strong lights
--------
when in Teleblender3 mode
the ambient color map, the ambient color and the ambient strength will all be taken into account
the diffuse node stays where it was
the emissive node output is added to the diffuse-and-gloss output
because when the ambient strength is weak, you still want to see the substantial diffuse shading
an ambient strength of 100% in Daz Studio will result in an emissive node with a strength of 1 in Blender
if you set the "limits off" in Daz Studio, you will be able to get Blender Emission strengths of 10, 100, 1000
by using DS ambient strengths of 1000% 10000% and 100000%
------------
Fig 2 - no ambient map, no diffuse map, but the ambient color is blue with a strength of 40% ( 0.4 )
the plane is red - so non-shadowed areas are red + blue and shadowd areas are blue
-------------
Fig 3 - in Daz Studio i use this for Amy's skin because it looks good even in Hardware/Preview renders
-------------
Fig 4 - so apparently i need to inject the skin color in the ambient/emissive color
Fig 5 .... as you can see ... note that the beauty of ambient light is that skin in shadowy areas isnt grayish, it always keeps a minimum of color, it's vaguely also like subsurface , and if not exaggerated it gives the figure a 'glow'
the corneas of Aiko 3 have (optionally) a fake-reflections transparency map
here i discovered the ambient light must be added before the transparency nodes
else the corneas would be totally while
( yes i know too much ambient light in the skin )
=======
Fig 2 - the gloss mix-or-add option set to mix
Will you do a specific to import AoA ambient lightning ? And will the script recognized his others lights ?
i was not aware of the existence of AoA's ambient lights
in Blender-cycles, there's Ambient occlusion but i only tried it once
mcjTeleblender is designed to look at the channels of the Daz Studio Default shader
it doesnt inspect Shader properties
though someday it may! do a search by label or by name of ambient occlusion settings
and replicate them in Blender
for now in fact, it's better if all objects in a scene use the daz default shader
because mcjTeleBlender expects to find the standard material channels
This is looking great so far. Can't wait to try it out.
I have tried to sort it out from the shader trees, but the pictures are a little hard to read, so: does this handle DS's displacement maps at all?
(also do you have a tip jar or a store page or something to be compensated for all this work?) :P
Daz Studio/3Delight do the displacements in the Render engine
Blender can do it only on "real" geometry, so you have to subdivide the surfaces
"manually" then Blender can take an image map and move the vertices
i think some Blender users did experiments with render-time real-time "parallax" displacements
but maybe it's only for GLSL/OpenGL renders https://www.youtube.com/watch?v=_1uhy_vrUFo
if you really want to, you could give me gift coupons through the Daz3D store and improve Amy's wardrobe :)
here's a close-up of one of the 32 test trees, mostly to test opacity and ambient light
most materials only have a diffuse map, a glossy node and a mix or add node
with this material you could have hair with its opacity map diffuse map. glossiness and some ambient light to add glow
a map for the ambient channel is rarely needed, you could set an ambient color, strength, and the diffuse map would supply the colors
once i'm sure those cases work, we're closer to the release ( yeah i said that a few weeks ago )
Figure 2 us the daz studio 3delight render
i guess i may tweak my design again ! will it ever end? :)
well actually it's mostly the 8 panels in the lower left corner that have a discolored transparency map problem
Fig 3 Cycles without the environment sphere and with a sharper sun
Fig 4 - looks like it was important to inject the diffuse color in the opacity and ambient channels
to get closer to the way the DS-Default shader does it
Fig 5 - competition for the last mixing node was fierce and transparency had become disconnected
Firstly, thank you so much for making this script available.
Hopefully you can help me - when I first tried a few weeks ago, it worked fine, but I realized I'd have to do some studying up on cycles nodes to get the best effect. Did that and came back for another go; Blender opened, but with the splash screen and no figure. When I ran the script, I got a "Python failed" error.
The .obj and materials exported perfectly, because I can import into both Carrara and Blender with the materials fine - although, of course, the materials are not correct for Cycles - simply white.
I'm on Win 7 64 bit, using DS 4.6.4.52, Blender 2.71.
Firstly, thank you so much for making this script available.
Hopefully you can help me - when I first tried a few weeks ago, it worked fine, but I realized I'd have to do some studying up on cycles nodes to get the best effect. Did that and came back for another go; Blender opened, but with the splash screen and no figure. When I ran the script, I got a "Python failed" error.
The .obj and materials exported perfectly, because I can import into both Carrara and Blender with the materials fine - although, of course, the materials are not correct for Cycles - simply white.
I'm on Win 7 64 bit, using DS 4.6.4.52, Blender 2.71.
could you post the complete error message and where it was displayed?
also if your mcjBlendBot kit is older than Jul 12, 2014, there was an update for changes that happened in Blender 2.7 ( related to the "collect maps" option )
when you upgraded to Blender 2.71, it's important to install the mcjBlendBot files in the new 2.71 folder .... like you did when you installed mcbBlendBot
for the xth time i expect to release TelebBlender 3 this weekend :)
I made sure the daz scripts mcjTeleBlender2
and mcjTeleBlender 3 working in "TB2 mode"
will still work with older versions and mods of mcjBlendBot
Fig. 1 some notes about the diffuse/specular mix/add nodes
contrary to what is said here, if there's a specular image map, it doesn't plug directly into the glossy color input
instead a Color-mixer node is added, the specular color is therefore not thrown away
its important since the specular color may also be the carrying the "Glossy Factor"
Fig 2 the rarely observed issue of faulty UV Tiling vertical offsets
Fig 3 - Blender 2.63a compatibility test : yes ! ( backward compatibility is the purpose of the calls to trad() in mcjBlendBot )
Thank you so much for your fast response - got it working brilliantly by installing the update and copying the files into Blender 2.71.
It was by watching a video of your script which got me into trying this - in the video, the author mentioned that in the next video he would show how to animate the figure sent over from Studio in his next video, but never got around to making the second one.
I imagine this would involve rigging in Blender - I take it your script does not involve sending over rigging?
In any case, thanks again for everything - so good of you to share your expertise with us - looking forward to the next version :)
Thank you so much for your fast response - got it working brilliantly by installing the update and copying the files into Blender 2.71.
It was by watching a video of your script which got me into trying this - in the video, the author mentioned that in the next video he would show how to animate the figure sent over from Studio in his next video, but never got around to making the second one.
I imagine this would involve rigging in Blender - I take it your script does not involve sending over rigging?
In any case, thanks again for everything - so good of you to share your expertise with us - looking forward to the next version :)
when teleblender sends over animations, it exports the scene in a frozen state, as one obj file per animation frame
then a batch file automates the import/render of those frozen scenes
somewhere on the net there was/is someone working on importing rigged Poser figures in Blender,
daz studio can export in FBX format, which does include rigging, but last time i checked, importing that in Blender was not working
i did some tests with Carrara too but objects in the scene were all over the place
in the distant future i may make "live"connections between Studio and Blender, don't know how practical this will be, it involves a lot of data transfer
using Daz Studio 3 ii made everything invisible except Aiko3
i zeroed the figure
i exported in Collada, i used the "Generic Collada" preset
i specified i didnt want morphs exported, but should probably at least export "bend" morphs
i imported this in Blender 2.63
i tried using mcjBlendBot to recover the materials but it didnt work
one could export a frozen Aiko using mcjTeleblender
and apply her materials to the collada-imported one
teleblender 3 when there's an image map on the Glossiness channel applied in Daz Studio
see the cloth and cream pot, the glossiness varies
this image is relayed through python , not the obj / mtl, if there's no image, the per-material glossiness/roughness is applied
Fig 3 : bump map strength is also transfered via python, not the obj
here the strength in Daz Studio was 100% and the "max" was 0.1 which means 1 mm
Once in Blender this became a 0.01 multiplier between the image map color and the output node's "displacement" input
fig 4 - the render in Daz Studio looks quite different
note that this is an AO map and should normally not be used as a height/bump map
in fig 3 i had manually set the strength to 0.2 that's why it was so pronounced
fig 5 - with the correct 0.01 multiplier
fig 2 - 2 mm / 0.02
arrrrGH ! the forum program changed the order of the images !!!
Fig 1 - bump map
in Daz Studio strength 100% min = 0 max = 2
in Blender image-map-color-multiplier = 2
Fig 2 - transparencies without the need for image maps ( i wonder why i didnt make this before, the blender material did include the opacity strength
transparencies with Darcie
"From fearful trip, the victor ship, comes in with object won" -- Walt Whitman
This is Aiko4 with the "anime" maps, the ambient strength of the skin was reduced from 15% to 7%
the clothes had no ambient, so i added a 7% white ambient
the eye-whites were using an image map, but looked a bit gray
so i removed the image map, making them plain white
it would probably look better with the image map, but a 7% white ambient added
teeth are the other surfaces that would benefit from some ambient light
the very glossy materials on the telescope are probably the cause of the 'fireflies'
i didn't read much about Cycle's de-speckle options !
Fig 3 - monkey see , making sure the light gets through transparencies
note - Darcie wears http://www.daz3d.com/casual-outfit-for-v4-a4-g4
see the shoulder straps? i there's a finely detailed bump map on them, looks great
starting with teleblender 3, when a MIX node is used to combine the diffuse and the glossy
Daz Studio's specular strength value will be transmitted to Blender ( through the python script )
and will be applied to the MIX node's diffuse/glossy ratio slider
Nice I was about to mention that a MixRGB is better than an Add Shader node when mixing Diffuse and Glossy.. Been a while since I used it but here is my latest piece using your script http://www.daz3d.com/forums/discussion/19223/P195/#662870 thank you for a very cool tool.
Also I am not sure if it has been mentioned or you know but you don't need the Texture Coordinate and Mapping nodes as Blender reads UV's as Standard.
Nice I was about to mention that a MixRGB is better than an Add Shader node when mixing Diffuse and Glossy.. Been a while since I used it but here is my latest piece using your script http://www.daz3d.com/forums/discussion/19223/P195/#662870 thank you for a very cool tool.
Also I am not sure if it has been mentioned or you know but you don't need the Texture Coordinate and Mapping nodes as Blender reads UV's as Standard.
welcome
the choice of Mix-Shader vs Add-Shader to combine the diffuse and specular will remain
in part in case people want to get the exact same renders as when they rendered a given scene in the past
but also because there's probably materials that do need the Add Shader, maybe like varnished materials or something
i only recently noticed the coordinates node wasn't needed, but on the other hand, it probably doesn't slow down render to leave it there, and it can be useful when the uv map is unusable, so you can quickly switch to the other generated/camera/object mappings
( it's ok to post renders in this thread too ! )
oh interesting render !
i actually saw this early stages of that render last week i forget where though!
someday i'll address the issue of the other shader nodes like velvet, anisotropic, subsuface etc
though when someone uses those they usually are tweaking the node trees "manually"
Comments
Isn't a weird white film/shadow on the upper lips ?
it's hypergloss it will be back in fashion someday
but the thing i wanted to show was the blonde-shadows and blonde hair tips
compared to the old ones which were slightly black/gray/discolored
-----
recipe in Paintshop
loaded the color map
color/negative
select all
copy
load black and white opacity map
paste inverted color-map as a layer on top of the opacity map
select the "color" layer overlay type
merge the layers
save as the new opacity map
--------
fig 3 when there's no opacity image map, AND the opacity strength is not 100%
the inverse of the diffuse color tint ( saturation + hue ) supplies
the transparency tint
and the opacity strength supplies the transparency strength
it's hypergloss it will be back in fashion someday
but the thing i wanted to show was the blonde-shadows and blonde hair tips
compared to the old ones which were slightly black/gray/discolored
That I saw and it's interesting :)
case where there is no opacity map but opacity strength is not 100%
and there's a diffuse map
fig 2 : thin veils
fig 3 - for now if there is an opacity map, the diffuse color is not influencing the projected color shadows, but you could introduce it through the opacity map using a paint program
if there's no opacity map and there's an opacity strength less than 100%, the diffuse color and/or color-map is the master of the projected shadows
( that made me think of "Les Mystérons" ... pretty scary stuff :) )
fig 4 typical networks
fig 5 when there's no opacity map and opacity strength is 100%
equivalent of Daz Studio/OpenGL's ambient channel, non-emissive
well it's emissive for the camera rays and glossy/mirror rays and it's diffuse for the others
..oops i will re-design this
Will there be an option to use the always use Mix Shader instead of the Add Shader for combining all nodes?
yes in a recent version i accidentally removed the feature,
but in teleblender there will be a checkbox to globally
use a mix shader or an add shader to combine diffuse and specular
the diffuse-to-glossy ratio for that mixer will also be set globally by teleblender
the daz default materials also have a ''multiply specular through opacity'' switch, maybe this could be
usedas a per-material mix/add selector
... i will see if it affects the .mtl file adversely
ambient / emissive
when in classic TeleBlender2 mode
an emissive node is added to a material only if the material in DS has a token image map
applied to the material's Ambient Color channel
if there is one, the diffuse node is replaced by an emissive node
so the ambient color/map is whatever the diffuse color/map was
the specific ambient color map and ambient color is unceremoniously ignored
the emission node intensity is set to 100
it worked this way to allow the creation of object-lights / area-lights with an intensity of up to 100
the requirement for the presence of a token ambient image map was there to, in a way,
to reserve the ambient setting for object-lights and prevent other materials from becoming such strong lights
--------
when in Teleblender3 mode
the ambient color map, the ambient color and the ambient strength will all be taken into account
the diffuse node stays where it was
the emissive node output is added to the diffuse-and-gloss output
because when the ambient strength is weak, you still want to see the substantial diffuse shading
an ambient strength of 100% in Daz Studio will result in an emissive node with a strength of 1 in Blender
if you set the "limits off" in Daz Studio, you will be able to get Blender Emission strengths of 10, 100, 1000
by using DS ambient strengths of 1000% 10000% and 100000%
------------
Fig 2 - no ambient map, no diffuse map, but the ambient color is blue with a strength of 40% ( 0.4 )
the plane is red - so non-shadowed areas are red + blue and shadowd areas are blue
-------------
Fig 3 - in Daz Studio i use this for Amy's skin because it looks good even in Hardware/Preview renders
-------------
Fig 4 - so apparently i need to inject the skin color in the ambient/emissive color
Fig 5 .... as you can see ... note that the beauty of ambient light is that skin in shadowy areas isnt grayish, it always keeps a minimum of color, it's vaguely also like subsurface , and if not exaggerated it gives the figure a 'glow'
the corneas of Aiko 3 have (optionally) a fake-reflections transparency map
here i discovered the ambient light must be added before the transparency nodes
else the corneas would be totally while
( yes i know too much ambient light in the skin )
=======
Fig 2 - the gloss mix-or-add option set to mix
Nice !!
Will you do a specific to import AoA ambient lightning ? And will the script recognized his others lights ?
i was not aware of the existence of AoA's ambient lights
in Blender-cycles, there's Ambient occlusion but i only tried it once
mcjTeleblender is designed to look at the channels of the Daz Studio Default shader
it doesnt inspect Shader properties
though someday it may! do a search by label or by name of ambient occlusion settings
and replicate them in Blender
for now in fact, it's better if all objects in a scene use the daz default shader
because mcjTeleBlender expects to find the standard material channels
ambient/opacity/diffuse
Fig 1 tests 0 to 7 of 32
Fig 2 tests 8 to 15 of 32
This is looking great so far. Can't wait to try it out.
I have tried to sort it out from the shader trees, but the pictures are a little hard to read, so: does this handle DS's displacement maps at all?
(also do you have a tip jar or a store page or something to be compensated for all this work?) :P
I got an idea: Daz Gift cards !
He'll have some once released but not before else he'll play with the new things he'll buy with and don't work on the script :-P ;)
I am so impatient to have it...
Thanks to the waiting I can watch/read some tuto about Blender.
PS: I see daily the amount of work you do for us, it's just amazing. Thanks again
Daz Studio/3Delight do the displacements in the Render engine
Blender can do it only on "real" geometry, so you have to subdivide the surfaces
"manually" then Blender can take an image map and move the vertices
mote that long ago i wrote a script named mcjElevate which creates a morph from a displacement map, in Daz Studio 1, 2, 3, 4, 4.5
https://sites.google.com/site/mcasualsdazscripts/mcjelevate ( there's a movie ! )
Blender-Cycles does have bump and normal maps
i think some Blender users did experiments with render-time real-time "parallax" displacements
but maybe it's only for GLSL/OpenGL renders https://www.youtube.com/watch?v=_1uhy_vrUFo
if you really want to, you could give me gift coupons through the Daz3D store and improve Amy's wardrobe :)
here's a close-up of one of the 32 test trees, mostly to test opacity and ambient light
most materials only have a diffuse map, a glossy node and a mix or add node
with this material you could have hair with its opacity map diffuse map. glossiness and some ambient light to add glow
a map for the ambient channel is rarely needed, you could set an ambient color, strength, and the diffuse map would supply the colors
once i'm sure those cases work, we're closer to the release ( yeah i said that a few weeks ago )
Figure 2 us the daz studio 3delight render
i guess i may tweak my design again ! will it ever end? :)
well actually it's mostly the 8 panels in the lower left corner that have a discolored transparency map problem
Fig 3 Cycles without the environment sphere and with a sharper sun
Fig 4 - looks like it was important to inject the diffuse color in the opacity and ambient channels
to get closer to the way the DS-Default shader does it
Fig 5 - competition for the last mixing node was fierce and transparency had become disconnected
there seems to be a need for a square-root of the opacity strength extracted from the opacity color map, could be one of them "gamma" settings
when compared to Daz Studio/3Delight
next weekend next weekend we'll ...try again :)
the final version of teleblender 2 will have the glossMix checkbox too
there may also be a global setting for the glossMix ratio ( 50% by default )
( fig 2 coming soon, mcjA3TippyToes, scarpin props for Aiko3-base
Hi Casual :)
Firstly, thank you so much for making this script available.
Hopefully you can help me - when I first tried a few weeks ago, it worked fine, but I realized I'd have to do some studying up on cycles nodes to get the best effect. Did that and came back for another go; Blender opened, but with the splash screen and no figure. When I ran the script, I got a "Python failed" error.
The .obj and materials exported perfectly, because I can import into both Carrara and Blender with the materials fine - although, of course, the materials are not correct for Cycles - simply white.
I'm on Win 7 64 bit, using DS 4.6.4.52, Blender 2.71.
could you post the complete error message and where it was displayed?
also if your mcjBlendBot kit is older than Jul 12, 2014, there was an update for changes that happened in Blender 2.7 ( related to the "collect maps" option )
when you upgraded to Blender 2.71, it's important to install the mcjBlendBot files in the new 2.71 folder .... like you did when you installed mcbBlendBot
.... in other News
for the xth time i expect to release TelebBlender 3 this weekend :)
I made sure the daz scripts mcjTeleBlender2
and mcjTeleBlender 3 working in "TB2 mode"
will still work with older versions and mods of mcjBlendBot
Fig. 1 some notes about the diffuse/specular mix/add nodes
contrary to what is said here, if there's a specular image map, it doesn't plug directly into the glossy color input
instead a Color-mixer node is added, the specular color is therefore not thrown away
its important since the specular color may also be the carrying the "Glossy Factor"
Fig 2 the rarely observed issue of faulty UV Tiling vertical offsets
Fig 3 - Blender 2.63a compatibility test : yes ! ( backward compatibility is the purpose of the calls to trad() in mcjBlendBot )
Thank you so much for your fast response - got it working brilliantly by installing the update and copying the files into Blender 2.71.
It was by watching a video of your script which got me into trying this - in the video, the author mentioned that in the next video he would show how to animate the figure sent over from Studio in his next video, but never got around to making the second one.
I imagine this would involve rigging in Blender - I take it your script does not involve sending over rigging?
In any case, thanks again for everything - so good of you to share your expertise with us - looking forward to the next version :)
when teleblender sends over animations, it exports the scene in a frozen state, as one obj file per animation frame
then a batch file automates the import/render of those frozen scenes
somewhere on the net there was/is someone working on importing rigged Poser figures in Blender,
daz studio can export in FBX format, which does include rigging, but last time i checked, importing that in Blender was not working
i did some tests with Carrara too but objects in the scene were all over the place
in the distant future i may make "live"connections between Studio and Blender, don't know how practical this will be, it involves a lot of data transfer
-------------
see here http://maddieman.wordpress.com/2012/04/23/exporting-daz-studio-4-figures-to-blender/
it uses Collada
-------
that method does work actually !
there's a few quirks but
using Daz Studio 3 ii made everything invisible except Aiko3
i zeroed the figure
i exported in Collada, i used the "Generic Collada" preset
i specified i didnt want morphs exported, but should probably at least export "bend" morphs
i imported this in Blender 2.63
i tried using mcjBlendBot to recover the materials but it didnt work
one could export a frozen Aiko using mcjTeleblender
and apply her materials to the collada-imported one
Very interesting - thank you for the clarification :)
teleblender 3 when there's an image map on the Glossiness channel applied in Daz Studio
see the cloth and cream pot, the glossiness varies
this image is relayed through python , not the obj / mtl, if there's no image, the per-material glossiness/roughness is applied
Fig 3 : bump map strength is also transfered via python, not the obj
here the strength in Daz Studio was 100% and the "max" was 0.1 which means 1 mm
Once in Blender this became a 0.01 multiplier between the image map color and the output node's "displacement" input
fig 4 - the render in Daz Studio looks quite different
note that this is an AO map and should normally not be used as a height/bump map
in fig 3 i had manually set the strength to 0.2 that's why it was so pronounced
fig 5 - with the correct 0.01 multiplier
fig 2 - 2 mm / 0.02
arrrrGH ! the forum program changed the order of the images !!!
Fig 1 - bump map
in Daz Studio strength 100% min = 0 max = 2
in Blender image-map-color-multiplier = 2
Fig 2 - transparencies without the need for image maps ( i wonder why i didnt make this before, the blender material did include the opacity strength
transparencies with Darcie
"From fearful trip, the victor ship, comes in with object won" -- Walt Whitman
This is Aiko4 with the "anime" maps, the ambient strength of the skin was reduced from 15% to 7%
the clothes had no ambient, so i added a 7% white ambient
the eye-whites were using an image map, but looked a bit gray
so i removed the image map, making them plain white
it would probably look better with the image map, but a 7% white ambient added
teeth are the other surfaces that would benefit from some ambient light
the very glossy materials on the telescope are probably the cause of the 'fireflies'
i didn't read much about Cycle's de-speckle options !
Fig 3 - monkey see , making sure the light gets through transparencies
note - Darcie wears http://www.daz3d.com/casual-outfit-for-v4-a4-g4
see the shoulder straps? i there's a finely detailed bump map on them, looks great
Fig 4, 5 - normal maps
starting with teleblender 3, when a MIX node is used to combine the diffuse and the glossy
Daz Studio's specular strength value will be transmitted to Blender ( through the python script )
and will be applied to the MIX node's diffuse/glossy ratio slider
Nice I was about to mention that a MixRGB is better than an Add Shader node when mixing Diffuse and Glossy.. Been a while since I used it but here is my latest piece using your script http://www.daz3d.com/forums/discussion/19223/P195/#662870 thank you for a very cool tool.
Also I am not sure if it has been mentioned or you know but you don't need the Texture Coordinate and Mapping nodes as Blender reads UV's as Standard.
welcome
the choice of Mix-Shader vs Add-Shader to combine the diffuse and specular will remain
in part in case people want to get the exact same renders as when they rendered a given scene in the past
but also because there's probably materials that do need the Add Shader, maybe like varnished materials or something
i only recently noticed the coordinates node wasn't needed, but on the other hand, it probably doesn't slow down render to leave it there, and it can be useful when the uv map is unusable, so you can quickly switch to the other generated/camera/object mappings
( it's ok to post renders in this thread too ! )
oh interesting render !
i actually saw this early stages of that render last week i forget where though!
someday i'll address the issue of the other shader nodes like velvet, anisotropic, subsuface etc
though when someone uses those they usually are tweaking the node trees "manually"