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OsoBlendy works by inserting additional pieces-parts onto the relevant surface, mostly each are something with the same name as the original pieces-part but with a 2 on the end, i,e, Base Color 2, Glossy Layered Weight 2, and so on. Fundamentally I'm asking, does your program recognize, and let me select, say, Glossy Layered Weight 2 and exclude the original Glassy Layered Weight pieces-part when I want to adjust things on that surface?
Ok I just checked my scripts after reading your post. The script searches for the properties with the exact names or labels, meaning that it is not possible for you to choose specifically which property you want to be modified by the booster (looking for properties by Names) or by the gloss script (looking for properties by Labels). The only way to use the scripts the way they currently are in order to access the second layer of the specific shader mixer shader you mentionned would be to swap (or set up) the properties names and labels directly on the shader via the surfaces editor (using the wheel and parameters properties), but I never tried to do that before so I'm not sure Daz Studio will allow that without complaining. Sorry about that :(
Just getting a chance to play with it now :)
Quick question - in a future update, is it possible to allow for the user to enter specific values on the Texture Booster pop-up window (like your Ultimate PBR & Iray apps do)? Often I test a lot of different options before I get want I want and the sliders can be clunky when you want to switch different values quickly.
Thanks!
Oh well, maybe in a future updated version you can add that. In the meantime, I can have the shader details that are the equivalent to the OsoBlendy-added bits on another surface, change them there, then manually copy the changes over to the OsoBlendy-added parts. I had to manually add the fabric textures (that were on the original bits) onto the OsoBlendy-added bits of that example shader anyway. Mainly I was just hoping for a way to make the OsoBlendy-added parts look very very wet.
You are the second one to add this feature, so I guess this is important. I will have a look at what are the exact consequences of having the dials text editable in the booster, (I don't remember the exact reason why I removed this feature, but there is a reason since in all my scripts I activate it by default - I know there is a reason for the Gamma which reacts only at the end of a dial edition, but for the others I have to check).
I love your Texture Booster script, it is very useful in so many ways!
Could I ask for an update so that Texture Booster will also handle Omni hair shaders so we can conveniently change Omni hair colors with sliders?
Thanks for making such a great product!
Thanks a lot, I'm happy you love it!
I'll have a look how Omni hair are exactly build in order to see if and how it is possible. For now i'm struggling to finish ASAP two big projects and promo imagery for september, but I'll have a look just after those projects are submitted (normally in about ten days if everything goes as expected).
I'll take this opportunity to also post updates on other products that are already "ready" (implemented), but that I never submitted by lack of time/people/time to find or contact peopleto beta test them.
edit : and this specific Booster update should also include "text editable" values for most of the booster dials - they were implemented, never submitted for the reason mentioned above.
Intriguing