11/16/2023 0 Comments Avatar clo 3d![]() And v-ray is a very good render engine ( one of the best render engines on the market) so it certainly pays at a point like this, to take a dive into that shader space for items like hair/fur/skin.ĭAZ i-ray does not equal CLO3D v-ray as the shader setup is not exported with the model - only the hair texture (bangs/hair planes) maps.Therefore in CLO3D you need to do this shader setup work for your imported hair model. A new fashion user does not always have a perspective on what the shader landscape looks like between systems so they could easily get the wrong impression that all materials should simply render and that CLO3D-vray is broken in some way.Or that they limit the quality of what they can squeeze out of the CLO3D v-ray render engine. Drag and drop from one system to the next becomes untenable for many material/shaders if the content in the shader is simply missing from the system the work originated from. That domain space requires a mind shift in how to approach the issue. ![]() If you require a beauty render then you are now shifting into the domain of render engine physics (render engine choice - internal or external) and how material shaders effect end results based on shader setup. CLO3D has the transparency slider in the work mode but that is limited in how it translates into the render mode for instance. (a fast render low quality view - hair transparency channel flipped and slider set to zero )Ī does not equal B in this instance and you MUST always check the alpha transparency mode for the incoming textures between systems as they may not be compatible dependent on the work-mode / render mode. (tweaking what is missing or what needs to be added).ĬLO3D work mode with DAZ bangs/hair planes for general assembly viewing. One cannot just drag and drop any texture/shader from one system (eg: DAZ) with it's shader setup (i-ray) and expect that it will work within CLO3D in both the viewing mode and the v-ray render mode without some indepth re-work on the hair shader/material/map for their project in that app. The limitation is the shader overview: because they are all different approaches to materials, each has varying depth in terms of shader quality and that export formats into and out of CLO3D don't always include details that will transport shader artifacts. It's fundamental CG application differences.īestseller3d > They are all as flexible (as) in the knowledge that all three render engines are different. I am here in this forum to offer a DAZ/CLO3D user a specific perspective on why hair shaders don't always transport from one system to the next. I don't need help on how to use CLO3D Pablo, as that task is well managed internally without outside help. Some reading > External Hair shaders > v-ray Drag and drop from one application to another assumes they are all compatible shaders and in this case they are all different ! And then remember what you see in the CLO3D work in progress mode for the hair may not look like the final hair shader until you render.Ĭreate a v-ray hair shader that you know works in CLO3D as a material and then drop that on your model or edit that texture maps and v-ray hair shader for your project. The DAZ hair shader one is perhaps what needs to be tweaked. If you use CLO3D then use a v-ray hair texture shader setup to that hair model. And therefore you must use a bespoke shader (not one common material) for the render engine you choose for the final image. One does not look like the other as they are each unique in how they treat the material/shaders. In all 3 cases there are 3 different render engines and use cases for rendering textures yielding 3 different results. ![]() When you render in DAZ it uses the i-ray render engine. When you view the 3D hair model in CLO3D in the 3D window (work in progress window) it uses their specific working mode render engine and shaders / materials are treated in a crude way, when you render in CLO3D it uses the v-ray render engine and the progressive render picks up materials and shaders (if they are present). Chalk and cheese physics of light rays that are being processed. For example - DAZ uses the i-ray engine ( see description on differences - article link ) So it will look different simply because the way it works and shaders also differ. What you would be best doing is creating a shader for hair that works well for what ever render engine you decide to use for transparent hair. ![]() Nor go into the depth of difference between the DAZ i-ray shader engine. That video won't help Pablo - it doesn't go into the necessary depth of the vray shaders for hair and how to apply transparency for those shaders within the CLO3D type of vray shader engine.
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