Re: Share materials
Posted: Mon Nov 30, 2015 7:26 pm
Those are some serious in-depth posts man! Thanks a lot!
I double checked if adding a checkmark at "Keep previous if no new map was found" would change anything.sikotik13 wrote: If this is set to some other map or none (or static, since that keeps whatever it is, and ignores maps entirely), that would cause the same issue.
Thank you so much abayliss!abayliss wrote:Not sure I've read linvanchene's post correctly, but whenever I have an issue with the maps in a applied OcDS material template not matching the maps in Daz Studio, I right click the surface in question in the OcDS Material's tab, or the parent object when it's multiple surfaces, and select the corresponding 'Replace Map' option, for instance 'Replace Diffuse Maps'.
I use this a lot to speed up the workflow when using Redspecc shaders, first I apply a generic material preset that applies the correct Redspecc shaders templates to all the figure surfaces, then I'll apply a material preset for the actual character material that I want. I'll then right click on the figure in the OcDS Material's tab and select 'Replace Diffuse Maps' and then 'Replace Bump Maps' which then updates all the diffuse maps and bump maps in the OcDS Redspecc shaders template surfaces to the ones I just applied to the figure in Daz.
Special thanks to
abayliss for bringing up the Replace maps feature!
DrHemulen for motivating me to have a closer look at templates!
Elele for asking the right question to get this started!
Notiusweb for actually reading through this all and giving me the impression that my lengthy posts actually helped!
sikotik13 for motivating me to have a closer look at saving DAZ Studio material presets!
TRRazor for providing us with RedSpecTGX OctaneRender shaders!
Thank you all for reading and helping out!
Update / Edit:TRRazor wrote:Sorry for reviving this thread after almost half a year, but I think people should know, that the above mentioned procedure effectively leaves the shaders in a "broken" state.
Thanks linvanchene for diving this deep into the code
There is a problem with this procedure, though.
When using the command "Replace all active maps" DAZ Studio does just that, and since the new figure doesn't carry any SSS maps (which RedSpec SSS needs to function properly)
The SSS map channel is being cleared, leaving it empty.
Who exactly do you mean by "we"?TRRazor wrote: We're currently working on another solution which should simplify the application process in a similar way.
I've never said that the procedure is the problem - I've said that the procedure currently leaves the shaders in a broken state.hmmm. I now have looked at this for another hour....
Are you sure that the issue is with the procedure and not with the way YOU set up the RedSpec SSS shaders?
If this is the case (and from my research last week it seems like it is) we have to come up with something more sophisticated.Are you saying that the command "Replace all active maps" is really replacing ALL maps and not just those which are in a template node?
Witpapier and I - the RedSpec team essentially. Should we need things changed or tweaked in the plug-in, we're in permanent contact with Paul (face_off).Who exactly do you mean by "we"?
This is exactly what we're aiming for.Are you working together with Otoy on this so all DAZ3D artists can then use that solution?
No, we're looking to find a solution every artist can easily employ and integrate into her/his workflow. We've tried to do it like that in the past and will continue to do so.Do you mean the Redspec team is just looking for a solution for their own products?
I agree with you - and I think this process and some more work in the future will lead to this eventuallyIf Otoy is interested in more artists creating products with OctaneRender materials this whole process I described in so many words may need to become a lot simpler.