DAZ Studio Snippets

These are really old, but maybe a few folks will still find them useful.

Settings for Mirrors

In the Surface Tab, select the material zone that’s acting as the mirror and change to these settings:

  • Diffuse Color: 10 10 10
  • Diffuse Strength: 100%
  • Specular Glossiness: 75%
  • Specular Color: 200 200 200
  • Specular Strength: 65%
  • Ambient Color: 212 245 245
  • Ambient Strength: 10%
  • Opacity: 100%
  • Reflection Color: 255 255 255
  • Reflection Strength: 100%
  • Lighting Model: Plastic

Notes: The mirror must have something to reflect, so it needs to be in a room or similar environment.

Simple mirror settings for DS
Simple mirror settings for DS (Swing Mirror, Reflections Bedroom, Zlata and Toto)

Shinier Gold and Silver

Whether it’s a texture map or diffuse colors, these setting should help gold look more gold and silver more silver.

Gold

  • Specular Glossiness: 75%
  • Specular Color: 200 200 150
  • Specular Strength: 65%
  • Ambient Color: 150 125 50
  • Ambient Strength: 10%

Silver

  • Specular Glossiness: 75%
  • Specular Color: 150 150 150 (shiny) or 200 200 200 (shinier)
  • Specular Strength: 65%
  • Ambient Color: 212 245 245
  • Ambient Strength: 5% to 10%

High bump/displacement settings will make the metal look duller, so dial back these settings and/or boost the specular and ambient settings.

Examples

ranger-poser ranger-ds-1 ranger-ds-2

Fantasy Ranger Harness M4, L to R: Default Poser, DS mat with original buckle diffuse map color, DS mat with lighter buckle diffuse map color

royalty-poser-default royalty-ds-01 royalty-ds-02

Medieval Royalty M4, L to R: Default Poser, DS mat with original buckle diffuse map color, DS mat with lighter buckle diffuse map color

Quick-N-Dirty Skin Texture Settings

I’ve bought lots of Mil3 and Gen4 character sets that didn’t have DS materials (or the DS materials were kinda dodgy.) These are the basic settings I start with before tinkering and/or using more advanced surface shaders.

Lighter Skins

  • Diffuse Color: 255 255 255
  • Diffuse Strength: 100%
  • Specular Glossiness: 85%
  • Specular Color: 200 200 200
  • Specular Strength: 12% (for lips and nails, 25% to 35%)
  • Ambient Color: 212 245 245
  • Ambient Strength: 10%
  • Lighting Model: Plastic

Darker Skins

  • Diffuse Color: 255 255 255
  • Diffuse Strength: 100%
  • Specular Glossiness: 85%
  • Specular Color: 200 200 200
  • Specular Strength: 12% (for lips and nails, 25% to 35%)
  • Ambient Color: 128 128 64
  • Ambient Strength: 15% to 25% (depends on how dark the skin)
  • Lighting Model: Plastic

Very Pale Fantasy Skins

  • Diffuse Color: 235 235 235
  • Diffuse Strength: Between 85% and 90%
  • Specular Glossiness: 85%
  • Specular Color: 200 200 200
  • Specular Strength: 12% (for lips and nails, 25% to 35%)
  • Ambient Color: 212 245 245
  • Ambient Strength: 5% to 10%
  • Lighting Model: Plastic (or Metallic, alternatively)

Bump Map Settings

  • Face: 75% to 85%, -0.02 / 0.02
  • Lips: 85% to 100%, -0.02 / 0.02
  • Eye Socket, Nostril: No bump
  • Body: 85% to 100%, -0.02 / 0.02
  • Fingernails, Toenails: 50%, -0.02 / 0.02

Notes: If there are specular maps, plug them into the specular color channel — if you have one generic enough, put it to work — and then change glossiness from between 65% to 75% and glossiness strength from between  25% to 50%, depending on the specular map. (Edited: I erroneously used “diffuse” instead of “specular;” sorry about that!)

The skin Lighting Model in DS adds a red cast to skin, which is why I usually prefer Plastic or Metallic. If using the Skin Lighting Model, it may be necessary to compensate for the added extra pinkness by using bluer diffuse and ambient colors.

Darker skin may need higher ambient strengths. The ambient color can vary; the skin may look better with 212, 245, 245 or 128, 0, 0 colors if it’s too orange or gray. Very pale/fantasy skins can wash out under lights, so adjust the diffuse and ambient settings to compensate.

Specular lighting adds luster to skin. Uber Environment lights dull skin and adding a specular light helps improve this.

Examples

temp-ling b temp-lydia temp-atlantis temp-kiko

temp-monja temp-v4 joy temp-the evil temp-irisall

temp-ghoul 01 temp-ellie temp-daemonessa temp-rehanna

Freebie textures, L to R: Ling A3 on V4, Lydia, Atlantis, Kiko, Monja, Joy, The Evil, Irisall, Ghoul, Ellie (Renderosity Christmas freebie by vyktohria), Daemonessa, and Ri’Hanna (Ghoul and Ri’Hanna are now available at The Fantasies Attic Free Zone.)

ex_katie-sue-v3 ex_stratus-h3

Older Mil3 textures, L to R: Katie Sue V3 (RDNA product, no longer for sale; she’s back!), Stratus McCleod H3

All non-postworked renders using white portrait lights with a strong specular light.

Mil3 textures rarely come with spec or bump maps. I’ve converted bump and spec maps from LR/J.King’s old V4 CUD Shader to V3 and use those, but the product is no longer for sale and so this isn’t a solution for most people. A couple recent V3 and M3 products have spec and bump maps — Victoria 3evival and M3 Rebirth — and borrowing their spec and bump maps for other Mil3 characters is an option. Not a perfect option, but it helps.

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