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Faux Opal Shaders

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Product Name: Faux Opal Shaders
Product ID: 90336
Published Artist(s): Silas3D, DimensionTheory, Josh Darling
Created By: N/A
Release Date: 2023-06-07

Product Information

  • Required Products: None

Now you can simulate the mesmerising beauty of opal gemstones!

Consisting of a base subsurface shader and multiple emissive geoshell layers, these presets are sure to elevate your scenes. You can also use the base shaders on their own.

Also included are several glossy, refraction and top coat color shaders for even more customisation.

Designed for use on jewellery and accessories including gemstones, beads, buttons and studs, but can be used on anything to create a more fantasy or sci-fi look.

Product Notes

Installation Packages

Below is a list of the installation package types provided by this product. The name of each package contains a Package Qualifier, which is used as a key to indicate something about the contents of that package.

  • 1 Core 1)

[ ] = Optional, depending on target application(s)

Not all installation packages provide files that are displayed to the user within the interface of an application. The packages listed below, do. The application(s), and the location(s) within each application, are shown below.

Faux Opal Shaders (Core)

  • You can find new icons for loading this product in the following DAZ Studio Folders:
    • “Shader Presets:Silas3D:Faux Opal Shaders:Base”
    • “Shader Presets:Silas3D:Faux Opal Shaders:Glossy Color”
    • “Shader Presets:Silas3D:Faux Opal Shaders:Opal Presets”
    • “Shader Presets:Silas3D:Faux Opal Shaders:Refraction Color”
    • “Shader Presets:Silas3D:Faux Opal Shaders:Top Coat Color”
    • “Shader Presets:Silas3D:Faux Opal Shaders:Utilities”
  • You can find new icons for this product in the following DAZ Studio Categories:
    • “Shader Sets:Faux Opal Shaders:Base”
    • “Shader Sets:Faux Opal Shaders:Glossy Color”
    • “Shader Sets:Faux Opal Shaders:Opal Presets”
    • “Shader Sets:Faux Opal Shaders:Refraction Color”
    • “Shader Sets:Faux Opal Shaders:Top Coat Color”
    • “Shader Sets:Faux Opal Shaders:Utilities”
    • “Shaders:Iray:Gemstone”
    • “Shaders:Iray:Utilities:Luminance”
    • “Shaders:Iray:Utilities:Mesh Offset”
    • “Shaders:Iray:Utilities:Refraction”
    • “Shaders:Iray:Utilities:Tiling”
    • “Shaders:Iray:Utilities:Top Coat”

Additional Details

  • This shader is designed to be used on small items such as jewellery stones, buttons, studs and beads.
  • Whilst it can be used on larger items, given the subsurface and emissive nature of this product please note that your scene will take longer to render. If you have an NVidia graphics card, then using the `Post Denoiser` will help minimise noise and reduce render time needed.
  • All presets should be applied with host surface selected, not the geoshell layers.
  • These shaders will work best with indirect lighting - bright light sources shone directly at an item with the shader applied (such as spotlights, sun or high contrast HDRI) will appear more subtle. Percentage refraction options for the base shader have been included to assist with this (in `Refraction Color` directory).
  • Several utility presets have been included to minimize manual adjustment:
    • Luminance - these will increase/decrease the intensity of the flakes, useful in brighter environments where the effect is otherwise more subtle.
    • Measurement Distance - these will make surfaces appear more transparent or cloudy. For a consistent cloudy appearance, apply a smaller preset to smaller/thinner objects and a larger preset to bigger/thicker objects.
    • Manual adjustment to `Transmitted Measurement Distance` and `Scattering Measurement Distance` may be required on some objects as there are too many variables that can affect SSS transmission/scattering, but hopefully the included presets will cover most cases!
  • Offset - increases/decreases the negative offset of the geoshell flake layers to appear under the surface. When first applying the shader you may find that the flakes appear outside of the object. This is just because the offset is too big for the selected surface. Experiment using these presets to see what looks best for your use case, but generally use a smaller preset for smaller objects and a bigger preset for bigger objects. The biggest preset has the most realistic scattering as it has more space between the layers and the main surface, which is why it is set as the default.
  • Tiling - these will increase/decrease the scale of the flakes. Particularly useful when your camera is further away and the flakes aren't as visible.
  • This product contains scripts that include source or derivative code from the following scripting samples:

Resolved Issues

  • None

Known Issues

  • None


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The contents of this package are in DAZ Studio Native formats