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Size doesn't matter, it's what you do with it - you need enough pixels to show at least one repeat of the pattern in enough detail to look of a piece with the rest of your textures.
Applying another material will clear the shader - you cans ave a minimal shader preset solely for the purpose of resetting the shader if you like.
No you are not limited. I would suggest that you take a tour inside this thread to see just what can be done with Shader Mixer.
http://www.daz3d.com/forums/discussion/42/
Shader Mixer is not the only thing that DAZ offers under Window -> Tabs there is something called Shader Builder. You know those bricks, granite, marble, and such, well you can use this tool to build your own. Shader Builder helps you create all of those files I pointed you too in Program Files/DAZStudio4.
Well I am assuming that what you want to do is have your image show up on the surface of the object. You do this by going to the brickyard, expanding the texture subdirectory and clicking on the Image Map. Once the block is in your shader you can hook it up to what ever you want to. So if you want an image in your squares of your bikini you can use the Image Map and attach it to the checker brick and have an image instead of just a color. Checker brick will accept color so that means images so it should work.
Hope I didn't muddle you up to much.
What Richard is saying is apply a different shader. We use material and shader interchangeably sometimes. Old Poser habits.
Before I read the most recent posts, (apologize, don't want to lose my train of thought) is that I am finding some really interesting problems- you know the error message I got with the jpg 32 bit CMYK? Well, now I am getting it with the RGB too- the exact same message- BUT IT IS SPOT RENDERING. Even though it says file not found, blah blah. Didn't get that on the first RGB one- and everything is the same setting.
So what the heck? Oh well, as long as it's working.
Looks like I found a good gravel or stone, lol- not exactly what I had in mind for a bikini. Looks completely different from the sample square.
Dollygirl- not muddled at all, very clear- thanks! I had already gone to that thread, and watched the videos/read up- that's how I got to where I am. But it's a good reference for everyone. I'll go take a look at putting my image in the Shader Mixer later tonight and see what I can do with that.
I'm so excited! *Smile*
Have a question about the Surfaces tab- I've created patterns (jpgs changed over to pngs as they seem to hold the 24 bit color better than the rgb's)
I know the bump makes it appear the surface is changed, while displacement actually does (right?) but how do those two work together when you're using an image in the diffuse channel? Should you have equal amounts of each? I don't see that much difference when I add displacement, if I'm already using the bump channel. Hope I'm making sense, it's 6:30am and I have to get some sleep. Back later today- appreciate the help.
.. Well Richard... this could certainly be taken out of concept *grins teasingly*
And sorry, just couldn't help to tease a little *smiles and offers fruitsallad as peace offering*
You need to put your image in the Bump and Displacement channel as well to see a difference.
Bump and displacement relate to the diffuse channel only as a way to enhance the illusion of 3D. Example, take an image of a rough stone block wall, applied only to the diffuse channel of a plane the wall wont look very good when not viewed directly head on. Add a displacement map to raise the faces of the block, sink the joint/grout lines and generally add unevenness to the plane. Add in a noisy bump map to give the stones some roughness and the illusion of a 3D wall is complete.
I think what most newcomers, including myself, struggle with is seeing the relationships between all the surface channels, diffuse, bump spec etc where there is none only in effect of what jestmart said. Nearly all the channels work separately and not dependent on each other to make the whole. Uber Surface is good this way as it has an On/Off toggle for each channel. This is not to say though the some channels don't have an impact on each other as sometimes they do. Take SSS for example, to get a good balance of SSS you need to lower the Diffuse strength and sometimes adjust the colour so the SSS shows to better effect, simpley put.
Novica,
Here are a couple of tutorials that I have found help me understand the workings of displacement and bump. As to why you are not seeing much change when applying bump and displacement that could be a number of things. Once you have gone through the tuts maybe you can ask your question again in a different way.
MacClean's tut
http://forumarchive.daz3d.com/viewtopic.php?t=44578 To see the pictures in this one take the first part of the link http://forumarchive.daz3d.com/ and add this portion of the exposed image link such as "postimages/origimage_1_651073.jpg" to it to see the picture. The link should look like this http://forumarchive.daz3d.com/postimages/origimage_1_651073.jpg.
Jonny Ray's tut
http://docs.daz3d.com/doku.php/artzone/pub/tutorials/textures/misc-text56 Unfortunately these pictures do not seem to be available any more and Jonny's zip is also gone. At least I can not access them. The zip was a copy of the grey scale image Jonny used in the tut. The images were of spheres with the Jonny's map applied. You can still follow along by using something like the image attached or using MacClean's image.
Hope this helps you understand bump and displacement better.
Thanks- I'll take a look later today. (Have out of town company.)
It's in my art studio thread, but here's what I'm playing with. The navy blue top and terra cotta plant are the "before" pictures, and the other one is with my patterns. I really increased the bump and displacement on the pot and limited it on the shirt so it wouldn't have a gravel, stiff appearance.
In one tutorial, the person put the image in the ambient and specular too, so I'm still exploring. I'll take a peek at what you've listed (I'm sure I"ve seen some of it, but been awhile!) then see what I get with fiddlin' around. Thanks!