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Elite Human Surface Shader

image_medium.jpg

Product: Elite Human Surface Shader
Product Code: ds_ap47
Created By: DAZ 3D
Released: 2008-07-08

Product Information

Required product: DAZ Studio version 2.2.2.17 or higher.

Product Updates

  • 17,June,2009 - Updated Human Surface Shaders for compatibility with DAZ Studio 3

Known issues

  • None.

User Guide

A User Guide as well as Tips and Tricks can be found on the brokered artist's wiki.

Human Surface Shader User Guide

Quick Use Guide

First time users can follow these instructions to get good results without having to wade through the extensive documentation provided by Omnifreaker. Once you see what you can achieve, you'll be encouraged to read the documentation in detail.
1) First, Select the figure in the Scene Tab (VIEW –> Tabs –> Scene).

2) Select the surfaces that you wish to apply the HSS to in the Surface Tab (VIEW –> Tabs –> Surface).
On the Generation 4 figure (V4, M4, etc.), these surfaces are ideal. To multi-select, press the ctrl button.

1_Lip
1_Nostril
1_SkinFace
2_Nipple
2_SkinHead
2_SkinHip
2_SkinNeck
2_SkinTorso

3_SkinArm
3_SkinFoot
3_SkinForearm
3_SkinHand
3_SkinLeg

3) Apply the Human Surface Shader. Make sure that you do not remove the underlying texture. Here's how to do it.
a) Find the icon for the Human Surface Shader as directed by the readme here:
DAZ Studio portion of Content Tab → Shaders → omnifreaker → Human Surface → !HumanSurface Base
b) Hold down the CTRL button on the keyboard and double-click the !HumanSurface Base icon
c) You'll see an option window labeled “Shader Preset (!HumanSurface Base)” appear.
d) For Surfaces, choose “Selected” and for Map Settings, choose “Ignore.” The Ignore part is important. If you choose, Replace, the texture maps (.jpg), will be removed and the figure will look pale grey and very much wrong. Press 'Accept.'

4) The EHSS is applied, but the figure looks a bit 'shiny.' Now you need to fine-tune the settings. There's a great deal of variation possible, but try using these settings given here and then modify as you wish. Go to the Surface Tab where you should still have the above surfaces selected. In the lower half under 'Advanced.' Then modify the properties as indicated below:

a) Bump: if the base textures have a bump map, change this from Off to 'On.' Most textures do. b) Displacement: if the base textures have a displacement map, change this from Off to 'On.' If you turn this on, then change 'Trace Displacements' to 'On' also.
c) Specular Strength: Change this from 100% to 25%. The excessive shininess will disappear on the figure.
d) Velvet: Change to 'On.' Velvet Strength: Change from 100% to 10%. This is one of the powerful properties of the EHSS that adds much realism.
e) Subsurface Scattering: Change to 'On.' Subsurface Scattering Strength: Change from 100% to 25%. This property adds wonderful realism to the figure.

5) As you can see there are many other properties and settings you can play with. However, the above settings will give you good results. Once the shader is fine-tuned, it's ready to be rendered. You may still need to add lighting and make other improvements in the scene before you do so.

6) Render Setting. To avoid getting seams in the render, change the Shading Rate.

To find this setting, go to RENDER –> Render Settings –> Advanced –> Shading Rate —> change to 0.2

This change will eliminate seams and improve render quality. It will also increase the time of the render.

Support

Visit our site for further technical support questions or concerns: DAZ Support

Thank you and enjoy your new products!

DAZ Productions Technical Support
12637 South 265 West #300
Draper, UT 84020
Phone:(801) 495-1777
FAX:(801) 495-1787
TOLL-FREE 1-800-267-5170

File Listing

\content\Runtime\Textures\omnifreaker\HumanSurface\

OM_KHPark_EnvRefl.hdr
OM_KHPark_EnvRefl.jpg
OM_KHPark_EnvRefl.tif
OM_Kitchen_EnvRefl.hdr
OM_Kitchen_EnvRefl.jpg
OM_Kitchen_EnvRefl.tif

\content\Shaders\omnifreaker\HumanSurface\

!HumanSurface Base.ds
HDR KHPark.ds
HDR KHPark.png
HDR Kitchen.ds
HDR Kitchen.png

\scripts\support\omnifreaker\rendertime\

omHumanSurfaceAttribs.ds

\scripts\support\omnifreaker\shaderDefinitions\surface\

omHumanSurfaceDef.ds
omHumanSurfaceSurf.ds

\shaders\omnifreaker\surface\

omHumanSurface.sdl