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This special brick incorporates the same elements as the DAZ Studio Default Surface shader. It provides the simplest way to create a material shader with commonly used parameters (the equivalent of the individual parameters provided in the Lighting category, combined as with a Sum brick from the Mathematical category). Most of the inputs can take an image in color or black and white (for Float inputs) using an Image Map brick, or values can be filled in directly on this brick (or in the Surfaces (WIP) tab).
Note: When you import a material into Shader Mixer, the material is optimized for performance, meaning everything that is not used is stripped out. If you would like to have a more complete starting point, set values and assign maps to the parameters you are interested in before you import them into Shader Mixer.
If you specify an image for each of the parameters in the DAZ Studio Default shader and then import that into Shader Mixer, you'll get an Image Map brick for each of the above inputs with the exception of Reflection and Refraction. These will substitute the Image Map brick with a Environment Color Map brick.
You will also recieve a Tiler brick, which will be linked to all of the Image Map bricks other than those for Reflection and Refraction. Notice that it sits far to the right and inputs to images using S and T values (Show Advanced).
In the examples below, the same pattern is applied to each of the inputs in turn and all other values are left at their defaults, except as noted.
In this example, Ambient = 0,0,0 (black), Glossiness = .85 and the intensity of the single light has been doubled to emphasize the effect.
Here, the Ambient Color has been set to white, and is modified by the Ambient Strength, received as a Float (Grayscale) image. In the second example, the lights in the scene have been turned off.
Note the color inversion in the transparent parts of this image, compared to those in the first test image (Diffuse Color).
In this example, the Opacity Color of the test surfaces was set to (78,78,78). Note in particular how the colors change across the curved surface on the face.
In these examples, a solid green color is used to show the highlights more clearly, with the exception of the Skin lighting model. Glossiness is set to 0.80 to make highlights easier to see.