Omni Surface Shader Test
eman
Posts: 66
I'm doing some tests with the Omni Surface shader and I love it! I applied it to the head only and the difference with the current skin shader is impressive. The setup is also easier (no dual lobe, top coat or specular occlusion), I only use diffuse, specular and subsurface. I'm still playing with the settings to understand what are the best for skin, but mostly I used what they suggested.
I'm sure there will be a proper version soon, but if you like me can't wait to try it you can make your own version with the Shader Mixer.
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Comments
I think the results look great, but I would like to know how exactely you achieved this. I'm pretty sure I'm missing something here, because applying the Omni Root-Tip Blend Shader settings to the head surface of a G9 figure gives something comlpetely unusable as a skin.
Could you please elaborate some more what you are referring to when you say "...but mostly I used what they suggested."
To make something clear, the OP mentioned nothing about Omni Root-Tip Blend Shader. Omni shaders were all added to Daz Studio at the same time. Omnihair is but one of the omni shaders. The different omni shaders are documented here:https://docs.omniverse.nvidia.com/materials-and-rendering/latest/materials.html
You can simply drag/drop the relevant .mdl to the Shader Editor workspace and go from there. I will flag this thread with someone who was working on a downloadable preset and they may reply if they feel so obliged.
I actually understood it as a way to use Nvidia Omniverse shaders in DAZ studio
just like a Filament brick has also been added to make it possible to create shaders for that render engine
but
sadly none of it is very user friendly for people not well versed in building stuff in Shadermixer like me
I have looked but it's all out of my league, I feel as though Shadermixer could do with a lot more documentation like other node systems have such as the ones used in Unreal Engine or Blender where you can at least get some suggestions of how to link those bricks up to create a shader
The Nvidia "Base" shaders are (also) present in Daz: Content Library / Shader Presets / Nvidia / NVIDIA MDL Examples (skin is not present).
The Daz PBRSkin is also in Shader Presets - playing with it can produce impressive results, particularly so for "wet" skin <-- apparently, this could also be "converted" to MDL: https://forums.developer.nvidia.com/t/how-to-convert-pbr-to-mdl/200268 (I have not tried this in Daz Shader Mixer, nor Omniverse).
I think skin-textures have become very impressive, very rapidly - see the gallery here for many examples
Hmmm, I don't think that thread is saying what you think its saying, nor does it have much bearing on the topic at hand. It should come as no surprise that one could use standard PBR textures in a shader called OmniPBR (the clue is in the name) which the respondent has pointed out. And back on topic, OmniPBR should not really be the shader of choice for rendering skin in Daz Studio as OmniPBR is made for real time rendering, and we should be using OmniSurface as the OP has done.
As we don't do much on shaders (at least recently) I thought I'd join in... As they say, I was just saying - but point taken .
Thanks for all your comments, even if the OP has not chimed in yet. After some googling around I found this thread, which contains a link to an OMNI shader: https://3dshards.com/forum/viewtopic.php?t=10
The Google Drive download link: https://drive.google.com/file/d/10mGwiZpSBm9svjFjesYV8Bom4na9pnGk/view
Thank you for taking the time to post this @markusmatern - much appreciated!
- Greg
Be that as it may, im not sure if the author of that is necessarily endorsing that as the final version.
There are a load of tutorials - by the community - in this sticky: https://www.daz3d.com/forums/discussion/25448/list-of-shader-mixer-tutorials-and-recipes-wip-please-be-patient-as-i-update-the-list-thanks#latest
It is very 3DL centric, but one of the first links is a series of tutorials on how to use SM to make iRay shaders... Starting with a very basic shader and building up (though the series does get "quite technical")
In the original thread I linked it says : [... The Shaders are now finished and final, no changes will be made anymore. ...]
Hi,
sorry for the late reply!
Thanks kpr for the link, I was actually looking for some tutorials about the Shader Mixer.
I tried the "3dshards" version and it works just like my version, he didn't save it properly though (when you load it all textures are cleared, also viewport doesn't work too).
The shader must be saved as Shader Definition Asset, or it will not work properly.
I'm not sure if I can share my version (I don't want any trouble with Daz or Nvidia), but I think there will be a proper version soon. This shader is easier to use and give better results, so I'm sure (I hope!) it will become the main shader.
You are entitled to share it. It's arguably tantamount to a preset that is referencing the mdl already in Daz Studio's Shader's folder.
I too suspect something is coming from Daz Studio soon because why else would no Daz PA vendors have made their own shader? But at the same time i wouldnt be surprised if they never release anything. The Chiang fur mdl was in the iray shaders folder for years and they never released anything for that and eventually I had to make one.
In terms of timelines, Ive noticed that Daz sometimes package unrelated product releases together in order to be able to reference a larger feature set. For example, PBR Skin released alongside 8.1 and touted as part of 8.1's features, or OmniHair shader being released alongisde "OmniHair compatible SBH" products (which were actually just SBH as usual). In that vein, if they release OmniSurface, it might come bundled with a Genesis 9.1 release or some other related products, and thus may be delayed until they can wrap up its release with some kind of bundle objective they have.
yeah this
someone had to create a triplaner shader for me because the brick DAZ added to shadermixer on its own was less than helpful to someone not versed in Shadermixer though I try
it's somewhere on this forum if you Google search and are interested
likewise the new Filament ambient glow brick, I cannot use it, I want to
https://www.daz3d.com/forums/discussion/comment/8513136/#Comment_8513136
...
Filament (Windows Only)
Integrated Filament 1.44.0
Added Screen Space Ambient Occlusion (SSAO) parameters to the Filament Draw Options node
the triplanar shader
https://www.daz3d.com/forums/discussion/comment/8606366/#Comment_8606366
@UncannyValet Thank you for the clarification, but since there is already a downloadable version I don't see the point. Thanks also for the link!
I'm replacing all my characters materials with this shader, so if I will ever sell them and there will not be a proper version by then, I will include the shader in my store.
I assume you mean presets for the shader, to apply particular maps and numeric values. You would not, and are not permitted to, share the shader itself or to make a moified version and include that as a new shader asset or embedded brick network..
Thank you Richard! Well, the presets will do nothing without the shader. I guess we have to wait until there is a legit version then.
So, what i'm understanding now...
"You are forbidden to use the shader mixer and make this shader work".
I'll attach something which is included in all their shaders...
For those wondering, i'm the OP from that Post who made the Omnisurface Shader.
Strange. I thought it was for strand based hair.
I'm not a coder but looks like the shader is not embedded in the brick network, is called via a custom MDL (OmniSurface/OmniSurfaceBase.mdl), but I'm not sure how these things works!
So I guess it is safe to share it, but again since I'm not sure about it I will avoid to do so.
Thats a pretty standard License allowing for redistrobution of that file in Binary or Text format if you include that license.
The DAZ DUF file which references it is fine, it doesn't include the resulting MDL binary or source code.
Omni Shaders are not just for hair, those are Omniverse shaders by Nvidia themselfs, and they got quite a few, Omnihair is just one of them, you also got Omnisurface (The Iray Uber equivalant), and a few others.
Daz Simply implemented both Omnihair and Omnisurface. (But are not doing anything with Omnisurface)
Eman, can you post a duf file of the shader setup you're using on those face demos. I haven't been able to get Omnisurface to do anything other than render black. Thanks!
@latexluv13_65ebcf7300 Are you using the 3dshards (dbmelvin1993) version or you made your own version?
I don't feel comfortable on sharing the file because I still don't know if it's safe or not (I think it is but I still didn't get a proper answer). Also the shader is a dsf file, duf is the preset.
I don't know if this can help, anyway here are the settings I'm currently using (the interface is a little different from the downloadable version but that shouldn't be a problem). The diffuse weight is set to zero and the ior preset (specular) is set to human skin. I'm still not sure about these settings, but these are the settings I mostly usen in those pictures.
I have the Omnishader Final from 3dshards installed. Tried it briefly and couldn't figure out map placement. Mind, I only tried it briefly a few days ago. I've been experimenting with a shader by Soto that comes in this package: Breast Utilities 2 for Genesis 8 and 8.1 Females. (I also bought Soto's Maxx because it came with a custom shader. I've attached a render I just finished using the Soto shader. It's like the Ubershader, but allows for tiling skin textures, I haven't played with that part of the shader. In the attached image, all skin, eye and hair textures are my own. I also have the PBR shader to which someone kindly added emission. But what I need is for someone to take the PBR and put scatter and transmit into it. Human skin is not 80 to 90 percent transluscent.
Every shader allows tiling of textures. The image texture has option to tile texture built into it, if you go to image editor. Also most have vertical, horizontal tiling texture options.
Also isnt this thread about about omnisurface, not a random shader from Soto from several years ago?
You could just use Iray Uber, since it has scatter and transmit.
I don't know about that shader, have you tried contacting the author? Maybe he can help you.
As lilweep said every shader allows tiling of textures, or do you meant UDIM tiles? If you meant microskin tiling the PBRSkin shader also has that, plus scatter and transmit.
I meant the tiling of micro skin, like in the PBR shader. I thought I was showing my willingness to experiment with different shader setups and I wanted to know how to use the new Omnishader for skin as you showed at the start of this thread. When I tried the Omnishader on the face of G8 as an experiment, it just rendered black. I suppose I'll just watch this thread and others and eventually see if Omnishader will work for rendering skin in a different way from the Uber and PBR shaders.