Ûber shader and the shader mixer

Hello

I stumbled upon an annoying problem: I used the über shader dial in a volumetric water material that i am quite pleased with but i need to customize the volumetric behaviour a bit. However the shader mixer doesn't seem to handle the über shader well. If i import the shader into the shader mixer and then immediately apply it to the surface again the shader is corrupted. The preview is wrong, the volumetric behaviour is gone, etc...

Is this normal behaviour? I have tweaked the über shader with my own MDL scripts many times using the "PBR Metallicity Base" node with good result. I can't see any obvious problem with the shader in the shader mixer. Everything is there including the "PBR Specular Base" node. All connections seem ok and valid.

/Jörgen

Comments

  • UncannyValetUncannyValet Posts: 204

    jergenoman_b33d4209f8 said:

    If i import the shader into the shader mixer and then immediately apply it to the surface again the shader is corrupted.

    Do all the settings of the Shader still look the same as that of the surface you imported into Shader mixer? it's just the preview that isnt showing correctly? 

  • edited July 2023

    The order of the parameters in the "Surfaces" pane changes to the order of the parameters in the "User Parameters" brick in the shader mixer. All parameters are correct when i go through them. It seems that the problem is isolated to the volumetric behaviour.

    "Transmission Measurement Distance" and "Scattering Measurement Distance" are both multiplied with 0.01 in the shader mixer. I assume that is a rescaling from centimeter to meter?

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    Post edited by jergenoman_b33d4209f8 on
  • Success! I replaced the "Uber add volume" brick with a new one and the volumetrics snapped back in. The only change is that i bypassed the scaling from cm to m (specifying 6m instead of 600cm instead).

    As soon as i try to reconnect the scaling it fails again, even if the scale factor is set to 1.0. Could this be a bug?

  • BejaymacBejaymac Posts: 1,889

    Never import a shader into the SM that wasn't built in it, and of the shaders DAZ supply with DS4 only AOA's SS shader was built in it.

    Other shaders either wont import, or you will get a rough representation of the shader, which always has major issues when you apply it back to a surface.

  • Bejaymac said:

    Never import a shader into the SM that wasn't built in it, and of the shaders DAZ supply with DS4 only AOA's SS shader was built in it.

    Other shaders either wont import, or you will get a rough representation of the shader, which always has major issues when you apply it back to a surface.

     

    I know, but i have been quite lucky tweaking the uber shader so far. I don't have the knowledge make my own shaders from scratch and simply not enough free time to learn.

  • PadonePadone Posts: 3,700

    This is interesting, I didn'd even dare to imagine that we can load uber in the shader mixer. Thank you.

  • UncannyValetUncannyValet Posts: 204

    Bejaymac said:

    Never import a shader into the SM that wasn't built in it, and of the shaders DAZ supply with DS4 only AOA's SS shader was built in it.

    Other shaders either wont import, or you will get a rough representation of the shader, which always has major issues when you apply it back to a surface.

    Oh, could you explain that further? How are shaders for DS built if not in the Shader Mixer? 

  • Richard HaseltineRichard Haseltine Posts: 100,961

    UncannyValet said:

    Bejaymac said:

    Never import a shader into the SM that wasn't built in it, and of the shaders DAZ supply with DS4 only AOA's SS shader was built in it.

    Other shaders either wont import, or you will get a rough representation of the shader, which always has major issues when you apply it back to a surface.

    Oh, could you explain that further? How are shaders for DS built if not in the Shader Mixer? 

    Directly coded in RSL or MDL, or for 3Delight (RSL) using Shader Builder.

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