
The Editor page of the Surfaces pane is organized similarly to the Parameters pane. If the Editor page isn't selected, go ahead and click on the 'Editor' label at the top of the pane to bring the Editor page forward. We are going to focus on the Editor page in this section. They are the Presets page, the Editor page and the Shader Baker page. The Surfaces pane is divided into three “Pages.” You can access each of these pages at the top of the pane.

In the Hollywood Blvd layout, the Surfaces pane is located on the left hand side of the interface, in the 'Actors, Wardrobe & Props' activity. The Surfaces pane is where you will customize the surfaces of your objects in DAZ Studio.

So far in this chapter we've covered surfaces, image maps and surface shaders - all to prepare you to use the Surfaces pane. You may also encounter instances where people refer to a “Shader Preset” as a shader - this is incorrect. While this isn't incorrect (a surface shader is one type of shader), it is good practice to include the type of shader when referring to it. As discussed previously there are different types of shaders. You may encounter instances where people will refer to a surface shader simply as a shader. The most common type of custom shader is a surface shader - custom meaning it is not a DAZ Studio default shader.
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We'll cover how to find out what surface shader you are using later on in this section. All you need to know is that the surface shader that is applied to a surface determines what properties are available for that particular surface in the Surfaces pane. Other shaders are covered in online documentation.įortunately, as complex a topic as shaders are, DAZ Studio comes with several ready-made shaders so that you don't need to worry about creating or writing your own - we'll leave that to those with advanced degrees in computer science and physics. For the scope of this User Guide, we will only cover surface shaders. In DAZ Studio there are 5 different types of shaders including Surface, Light, Volume, Imager and Displacement - with surface shaders being the most common. If we take this a step further, we can say that a surface shader is a “Shader” that is specific to a surface or multiple surfaces. A surface shader ultimately determines the RGB value for every pixel in the scene. It calculates how a surface reacts to light, how or whether it reflects, or refracts etc. The simplest way to describe a surface shader is to say that it is a program that is run, by the “Render Engine”, for every visible/sampled point on a surface in order to describe what the final color and opacity of that surface should be. The reason being that you can't really see a surface shader in your scene, you can only see the results of one. The best part of being involved in art is that artists are the less-judgemental people on earth.The last foundational concept we need to cover before getting into the meat of this chapter is that of a “Surface Shader.” The concept of a surface shader is a little more abstract than that of a surface, or an image map.


3D, Photography, Cinematography, all good stuff. Kudos to SmithMicro for pushing the envelope with this release.
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The latest Poser Pro 2012 has regained my interest as a truly great environment. Poser and DAZ Studio are my environments of choice for posing and human figure composition/animation. As a born-again-artist I'm just stunned by what we can do now with ZBrush and a laptop. As a former programmer, I'm in sheer amazement of what ZBrush has achieved. ZBrush is ZBrush, one of a kind program that simply changed the game in the industry. Got involved into 3D since 2004, on and off and finally decided that this is were my heart is, at least for today :) Tools of the trade: I do most of my modeling in ZBrush and Blender, love Blender for fine-tuning, it's just a great flexible app. In another life, another planet, long ago I actually went to the Art Institute in Italy, merrily spending 5 years drawing, sketching and just wasting my time.
