AWE Surface Shader - a new physically plausible shader for DAZ Studio and 3delight

Discussion in 'Freebie Links' started by wowie, Sep 16, 2018.

  1. wowie

    wowie Inspired

    AWE Surface 1.0
    AWE Surface is a new, robust, highly optimized, physically plausible shader for DAZ Studio and 3Delight employing physically based rendering (PBR) metalness / roughness workflow. Using a primarily uber shader approach, it can be used to render materials such as dielectrics, glass and metal.

    Features Highlight
    • Physically based BRDF (Oren Nayar for diffuse, Cook Torrance, Ashikhmin Shirley and GGX for specular).
    • Micro facet energy loss compensation for the diffuse and transmission lobe.
    • Transmission with Beer-Lambert based absorption.
    • BRDF based importance sampling. Multiple importance sampling (MIS) with 3delight's path traced area light shaders such as the aweAreaPT shader.
    • Explicit Russian Roulette for next event estimation and path termination.
    • Raytraced subsurface scattering with forward/backward scattering via Henyey Greenstein phase function.
    • Physically based Fresnel for both dielectric and metal materials. Unified index of refraction value for both reflection and transmission with dielectrics. An artist friendly metallic Fresnel based on Ole Gulbrandsen model using reflection color and edge tint to derive complex IOR.
    • Physically based thin film interference (iridescence).
    • Shader based, global illumination.
    • Luminance based, Reinhard tone mapping with exposure, temperature and saturation controls.
    • Toggle switches for each lobe.
    • Diffuse Oren Nayar based translucency with support for bleed through shadows. Can use separate front/back side diffuse color and texture.
    • Two specular/reflection lobes for the base, one specular/reflection lobe for coat.
    • Anisotropic specular and reflection (only with Ashikhmin Shirley and GGX BRDF), with map-controllable direction.
    • Glossy Fresnel with explicit roughness values, one for the base and one for the coat layer.
    • Optimized opacity handling with user controllable thresholds.
    • Imports most settings and values when converting materials from dsDefaultMaterial, HumanSurface Shader, UberSurface and UberSurface 2.
    Get them here:

    DAZ - Google Drive

    Installation instructions

    The contains a readme for the shader and some basic shader presets that will apply AWE Surface to the existing materials. The contents of aweSurface DS App Folder are the compiled Renderman shader code (.sdl) and supporting DS scripts to be placed within your DAZ Studio application folder (ie Program Files/DAZ 3D/DAZ Studio 4/..." Mustakettu's render script files are also included in this archive.

    There's a simple example scene to the Google drive folder with the DAZ Material Ball loaded and an environment sphere with OMKHPark applied. All the surfaces in the scene except for the environment sphere have AWE Surface applied.

    More info can be found in the readme.

    69edd6ee21df21319b0b9db3603e0e.jpg b58e0eba6745f42155bdb14cd18cee.jpg fc6484513008045fe35ec3c7d7864e.jpg f8ae6eb42dd6c5031109ef97451475.jpg 3e1742b3840fcaa83c05c6c8e8236f.jpg 12b6d3ec124112791d2bf9f975aac6.jpg

    For best results, render with the included mustakettu's 3delight render script. It's also a good way to see if your installation is successful. You should be able to see these in the renderer settings.
    pommerlis, Me195, mininessie and 3 others like this.
  2. Leana

    Leana Admirable

    Thanks a lot wowie! :)
  3. FairyFantastic

    FairyFantastic Energetic

    wow thnk u thy look great
  4. Rowan54

    Rowan54 Dragon Queen Contributing Artist

    Very real!
  5. Alisa

    Alisa Peacekeeper & HW3D QAV Queen Bee Staff Member QAV-BEE

    Thanks and welcome to HiveWire!
    Dakorillon (IMArts) likes this.
  6. sapat

    sapat Adventurous QAV-BEE

    Wow, wowie, these are gorgeous! Thank you so much for sharing.
    Dakorillon (IMArts) likes this.
  7. wowie

    wowie Inspired

    Thank you all and happy rendering with 3delight.
    Dakorillon (IMArts) likes this.
  8. wowie

    wowie Inspired

    AWE Surface 1.1

    • Fix faulty reference to actual specular BRDF used. Earlier builds would use GGX when Cook Torrance is selected and use Cook Torrance with GGX.
    • In terms of render times, Ashihkmin Shirley will be fastest, GGX is slightly slower, with Cook Torrance being the slowest.
    • Adjusted Ashihkmin Shirley output at grazing angles so it matches GGX output.
    • Lowered minimum roughness values for all lobes. This allows very sharp, practically perfect (mirror) reflections.
    • Cook Torrance have a massive performance impact when max diffuse depth of the material using it is set above 1. Set max diffuse depth to 1 for all surfaces using Cook Torrance BRDF to minimize the issue.
    • Removed clamp and extraneous code from coat/specular bsdf when using point/spot/distant lights.
    • Adjusted Russian roulette weights used with ray tracing. This produces less noticeable dimming of specular highlights and reflection for renders with high pixel samples (more than 4x4).
    • Adjusted coat visibility in reflections and refractions. Previously, coat layer will not be rendered on reflections/refractions of the coated object.
    • Adjusted opacity visibility in reflections and refractions. Previously, opacity will render fully opaque on reflections/refractions.
    • Reworked opacity code to allow gradual transition between fully opaque and fully transparent. Added new optimizations which results in 10% faster render times for opacity mapped surfaces.
    • Reworked erroneous exposure limits. Previously it would produce darker areas near the light source when light source intensity/exposure is very high.
    • Reworked bump code to avoid mesh cracking do too intense bump strength.
    • Reworked displacement and displacement bounds code to avoid displacement exceeding bounds.
    • Added a displacement bounds multiplier to tweak displacement bounds. This can be adjusted to optimize displacement bounds usage.
    • Implemented additional importance sampling technique for diffuse. This results in up to 90% faster render times for diffuse surfaces.
    • The new importance sampling also takes into account irradiance samples. This results in up to 50% faster render times with more than 512 irradiance samples on top of the improvements from the new importance sampling optimization.
    • Added dynamic bias based on displacement strength to raytracing shadeops to account for displacements. Previously, GI will not be calculated correctly when displacements are used. With the added bias, GI will look the same with or without displacements.
    • Specular and Global Illumination Exposure can now be used to offset exposure beyond scene wide exposure from AWE Environment light.
    • The shader now uses DS internal dPds instead of calculating its own. This results in no more artifacts when anisotropy is used.
    In the same folder, you can find mustakettu's RadiumAreaPT light shader, a new shadow catcher shader with support for path traced area lights (like RadiumAreaPT and AWE AreaPT), and new point/spot/distant lights.
    Me195 and Dakorillon (IMArts) like this.
  9. Rae134

    Rae134 Distinguished CV-BEE Contributing Artist

    WOW! thank you Wowie and welcome to the Hive!
  10. Dakorillon (IMArts)

    Dakorillon (IMArts) Extraordinary Contributing Artist

    That is amazing and I only understand about half of it! lol.
  11. mininessie

    mininessie Dances with Bees Contributing Artist

    thank you so much and welcome! :thankyou:
  12. Hornet3d

    Hornet3d Dances with Bees

    Understand half....well that is going some, my mind gave up about bullet point 3.

    Welcome to Hive wowie.
    Dakorillon (IMArts) likes this.
  13. Miss B

    Miss B Drawing Life 1 Pixel at a Time CV-BEE

    Now how did I miss this goodie! Thanks wowie, and welcome to the HiveWire forums. :)
    Dakorillon (IMArts) likes this.
  14. wowie

    wowie Inspired

    Thank you all.

    Main points for the less tech savvy.
    • Bug fixes.
    • Performance upgrade - the shader now renders in half the time.
    My testing experiences show that with the shader, rendering with 3delight can be 4 to 6 times faster than iray photoreal (20 min compared to 2 hours), but with much, much less noise and zero fireflies. Unlike previous DAZ 3delight shaders, those render times are with full raytraced reflections and global illumination. Practically the same that you see in 3delight for Maya, 3DSMax, Katana or other renderers like Arnold, Renderman and Vray.

    The shader is free, so you can make presets for it or even distribute the shader with for your stuff, be it a freebie, personal or commercial use.
  15. Rae134

    Rae134 Distinguished CV-BEE Contributing Artist

    That is very generous! I know freebies are usually not distributable so for you to share that as well is awesome!
    Dakorillon (IMArts) likes this.
  16. Hornet3d

    Hornet3d Dances with Bees

    Well I only use Poser but I agree with you that is a very nice touch and full marks to wowie for being so generous.
    Dakorillon (IMArts) and Rae134 like this.
  17. wowie

    wowie Inspired

    Just love this render from a user. Sven Dullah - Solitaire by meipe.jpg
    Dakorillon (IMArts) and Rae134 like this.
  18. pommerlis

    pommerlis Engaged Contributing Artist

    Thank you very much for this.

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