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i was always curious, does packing grayscale channels into RGB of a packed map actually save that much VRAM?
In game is always used but honestly I have no idea how much memory can save. I don't think it's really necessary for a render though. I would prefer to have it because I don't like to apply so many textures (I'm lazy) and also could save some disk space.
I don't know if this can do the trick(see the pic), I don't have time to try it now... I will do it later.
Yeah that seems to be the approach taken here: https://www.daz3d.com/forums/discussion/489096/iray-accessing-the-rgba-channels-of-an-image
Interesting Approach, im re-doing the omnisurface shader and will actually give this a try to see what effect it gives.
For now, everything is grouped together, so it can be easily viewed, and to prevent it from becoming a mess. Everything is also named, so this shader should be a complete dev look one.
It's easy to pack channels in Substance or Photoshop or whatever other image editor, but thinking about ease of use, i think general public will be more familiar with individual grayscale maps
After a quick test, doesn't really change much, and also, takes the control away from at least 2 settings which then would merge together into 1 single parameter.
Agreed, is not worth it to merge those maps in one texture... it may be also confusing for someone.
Since omnisurface take longer to render and is not working for everyone (I have no idea why) I decided to give uber another chance. I'm trying to get similar result to the omnisurface, but with less render time.
So far looks good (at least for me), not like the omnisurface but better than the default pbr skin... what do you think?
I personally have always been using iray uber to date, mainly because I did not feel like learning a new thing (PBR Skin). There is some information in this thread (linked) about using iray uber, however 90% of the thread is misdirection, confusion, controversy, and misunderstanding. If you follow that linked comment, i had synthesised some of the information into two references which could be helpful: https://www.daz3d.com/forums/discussion/comment/8231806/#Comment_823180
I'll upload my Omnisurface here, it's free and completely setup for further use, and building on. (every node is grouped and named correctly, and the Zip also includes the Omnisurfaceblend MDL to go deeper into layering things)
As for the Iray uber results, eh. i don't like nor dislike it.
(Woops, good catch by Uncannyvalet, but with a shader definition asset file it need the data folder, fixed)
Example of how to use the Omnisurface Blend node i've included.
This time around, i simply want to share Omnisurface Base as a Kit, for each user to Blend whatever additional layers they want to the base of the shader. You can continue this process several times, but this allows you do add layers on top of the Omnisurface Base shader, that's it's strength. This way you also can, yes, add a secondary Scattering Layer etc.
After some testing, fixed a critical issue that caused the Subsurface weight and Scattering Anisotropy to Crash Daz Studio. (See Screenshot)
I've altered a few default values and colors and added a few things that i forgot to add in the previous version.
I havent really made any changes to settings, just doing some more tests with different HDRIs (some more successful than others, as have clearly blown out highlights in some).
How are your render times? For me omnisurface + omnihair = forever :( but I don't have a nvidia card... it's all cpu.
I may have found a bug on the omnisurfacebase (not the custom shader). When you add a texture on the subsurface weight the volume scattering is gone, it's more noticeable with high anisotropy values.
It seems acceptable but I havent done a side by side benchmark against other shaders. I have a higher tier NVIDIA card so any difference in render time might not be too noticeable for me. You probably notice the difference more if you are rendering on CPU.
My lookdev, which seems to produce the most likeable results.
Diffuse Reflection Weight can be reduced further, and Diffuse Roughness is personal preference. but My findings is that a Colored SSS Map with a reddish color as color works best for my use. The Scale Map is a test to see if that at all does something or not.
tests with direct and soft light coming from behind, front and Side, and then also adding Omnihair and a Clothing piece on Omnisurface.
Results may very from test-to-test, but i'm Playing and messing around with the idea of Dual and Tri-Subsurface Scattering as seen here: https://rmanwiki-26.pixar.com/space/REN26/19661529/LamaTricolorSSS
Given that Omnisurface it's SSS implementation actually based on the same idea, this is now possible. More testing is coming with equalized settings across all three.
We need an Iray/PBR to Omni skin converter script... ASAP.
The TricolorSSS looks very interesting, but maybe too much for a daz character. Also I'm pretty sure render time will be increase (x3?).
The idea of a colored map for the radius is great, with only one map you can control the thickness and add variations to the sss color... not easy to make though.
I made a quick one for testing...
I Think i have figured it out thanks to using a Gummy bear and looking in-depth what each setting does, and how it affects a Gummy bear Prop.
Also reading the TricolorSSS parameters makes sense. Little trick here, but Subsurface Radius seems to be determening the overall thickness. (Try to set it to a white value and then change from white to grey to black)
I will show TricolorSSS soon but first have to correct the setup.
The Result. Colors eventually blend together and create a much more complex but plausible result.
The Radius controls all 3 at a time, but in my previous setup i had done it with 3 radius colors, which is actually not really the result i wanted. From playing around with that gummy bear and adjusting settings, i figured out that Radius is indeed a color channel, but when using More then 1 SSS Color, it does not need a colored map anymore and instead, you control the overall strenght with Grey-scaled values.
How it looked likes Today, and how it looked like yesterday. Test is with plain mapping at the moment.
The Following file now includes a total of 4 Shaders Definition Asset Files: OmniSurface Base, Omnisurface Tri-SSS, OmniSimple and OmniSimple - Refraction
Requirements: Daz Studio 4.22 (Version that Introduced Omnihair) or The Latest Daz Studio Version 4.23.0.4
What are those Shaders?
Omnisurface Base
Omnisurface Base is the Standard Omnishader in Omniverse, Daz has the MDL in place, but is not using it. Omnisurface provides a shading solution for any type of surface and material and also provides a much closer resemblence to Other Standard industry shaders Like Blenders Principled BSDF and also provides Superior Blending options with it's Omnisurface Blend Node.
Knowledge requirement: Intermediate
Omnisurface Tri-SSS
A Motified version of Omnisurface Base using it's Bleding possibilities to Extend the Subsurface layers to Three Providing the option for a Near, Mid and Deep Scattering Layer Each with their Own weight, Color and Scale parameters that equals a setup you'd find in Pixars Renderman Shader LamaTricolorSSS
Knowledge requirement: Advanced
OmniSimple
OmniSimple are very much simplified shaders, bringing the shaders down to the basic Options such as Diffuse, Metallic, Roughness, Specular, Subsurface, Normal and Displacement. This shader is meant for people who do not care about complicated settings and want just a small shader with everything they need.
Knowledge requirements: Beginner
OmniSimple - Refraction
Like OmniSimple this shader aims to just render refraction as simply as it gets without more advanced parameters like you find in Omnisurface Base
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OmniSimple Shaders are great for Beginners and People who do not care about having 50+ Parameters and just want a plain and simple straight-to-the-point shader. It's also great for Cartoon characters, background characters and anything where full-blown PBR is not required.
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Quick Sidenote: While all shaders will copy the settings and maps from Iray uber and PBR Skin, it is possible you will need to manually adjust settings to your liking. None of the shaders however copy the Maps or settings from Iray ubers Glossy Parameters, if you want the maps in those channels to be copied over, place them in the Dual-lobe Specular Weight and Roughness Channels
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Update: Omnisurface Tri-SSS will not work in this current upload, as i forgot to re-plug a node into it's place (it happens). I also will Render Out some Tooltips. Resolved.
Enjoy.
hi
how come I can't see anything of the textures I apply but on the contrary in the preview the figure always remains white? What am i wrong in?