- edited description
Support for Metallic Flakes
I have a make-up product which applies metallic settings and a mask to my G9 characters. Currently it seems to get completely ignored. I don’t have metallic on my G9 after import in Blender nor I can find the mask anywhere.
Comments (21)
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reporter -
No metallic flakes is not currently supported. This is not a bug but can be a feature request. Feel free to contribute if you have any idea how to do that in cycles because I don’t.
Also this is not limited to G9 but any figure since it is shader related.
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- changed status to open
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- changed title to Support for Metallic Flakes
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reporter So far my only solution would be mixing diffuse and glossy and multiply it with the mask. It’s not really metallic FLAKES but it at least gets most of the visuals to the character in Blender. I guess if metallic flakes on a character is enabled you could use this node group for the weight value.
For the flakes themselves and bump I’m thinking about maybe adding a noise texture but it’s hard to convert the Daz settings into some noise texture settings.
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Will look if we can get some basic support that may make at least a little sense.
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@Maneki What is the makeup product you’re using ?
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I have a very hard time figuring out how to do the metallic flakes density. In daz studio we can set the density of the noise but in blender the noise texture doesn’t support density.
Any idea ?
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reporter @Alessandro Padovani https://www.daz3d.com/twizted-face-makeup-mr-for-genesis-9 is the product, it’s quite expensive at the moment but the highlights just change the metallic options and add a simple mask to the strength. You could just make one very quickly yourself.
In terms of density I was thinking noise scaling but I guess that’s “flakes size”. One way to achieve density would be a color ramp but that’s not really what we would want I think.
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Nope a gradient won’t do. I am experimenting with a low frequency noise masking a high frequency noise but so far no decent rersults.
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- attached flakes.duf
Test scene for metallic flakes, very simple just in case anyone wants to jump in.
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Ok I believe I got it.
This is not perfect but it came out better than expected. Also credits go to Maneki for helping with useful ideas. I’m including two daz scenes with the uber and pbrskin versions and one blender scene with the daz flakes custom group that can be used as reference.
Below it’s the setup and parameters conversion from iray. The color effect is as usual, the group is placed after diffuse and before glossy. @Thomas Larsson let me know if something is not clear.
# DAZ Flakes is placed after diffuse and before glossy daz diffuse > daz flakes > daz glossy # DAZ Flakes parameters from uber fac = Metallic Flakes Weight color = Metallic Flakes Color roughness = Metallic Flakes Roughness strength = Metallic Flakes Strength distance = Metallic Flakes Size / 100 scale = 20 / Metallic Flakes Size from min = (1 - Metallic Flakes Density) ** 2 # DAZ Flakes parameters from pbrskin fac = Metallic Flakes Weight color = Metallic Flakes Color roughness = Metallic Flakes Roughness strength = 1 distance = (Metallic Flakes Size * 0.005) / 100 scale = 20 / (Metallic Flakes Size * 0.005) from min = (1 - Metallic Flakes Density) ** 2
Below there’s an example conversion, first iray then cycles.
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- attached flakes-uber.duf
- attached flakes-pbrskin.duf
- attached flakes.blend
flakes examples and implementation
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repo owner This should be implemented in last commit.
There are more nodes between diffuse and glossy. I put the nodes in the following order:
translucency > diffuse > subsurface > makeup > flakes > overlay > glossy/dual lobe.
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reporter Thank you for working on this and crediting me. I’m glad I could help at least a little.
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Commit b195e61 works almost fine but there’s a couple bugs.
bug. fac factor. The fac factor is ignored if there’s a texture driving the fac. The other textures for color and roughness work fine.
bug. overlay. As for the chain order the overlay and makeup are the same thing so flakes comes after overlay and before glossy. Another bug is, if there’s overlay then the flakes group is not generated. Test scene included flakes-overlay.duf.
translucency > diffuse > subsurface > overlay/makeup > flakes > glossy/dual lobe
@Maneki You’re welcome and thank you for helping with this, please test your makeup assets and let us know if it works fine.
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- attached star.jpg
- attached flakes-overlay.duf
test scene for flakes with overlay
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repo owner The last commit should fix the problems, I think. But you mean that overlay and makeup are mutually exclusive, not overlay and flakes? Otherwise I don’t get it, since both overlay and flakes are available in DS at the same time.
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Yes I mean overlay and makeup are the same thing and mutually exclusive in that they serve the same purpose in different shaders. Commit da4fb74 works fine, thank you Thomas for implementing this nice improvement.
If @Maneki has nothing to add we can close as resolved.
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- changed status to resolved
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