

Now select the object and surfaces on which you want those channels (i.e. Don’t worry if the visual representation doesn’t make sense. This will bring in the shader and create a node for every texture you’ve applied. In the Shader Mixer tab, head over to File – Import from scene. Any channels without a map will not be imported in the next step. Now apply a texture to the channels you’d like to use (any image will do). Notice that all those missing channels are available here. Here’s a workaround to bring them back:Ĭreate a new primitive and head over to the Surfaces Tab and select everything.

They are not part of the basic shader, and there’s no easy way to enable those. Wait! Where are the Bump and Opacity channels gone? And all the other exotic options I remember? Now your object will turn grey, and all those nasty dials you’ve been playing with are reset: all image maps and exotic options are removed. To apply this default material, simply click the green Apply button at the bottom right. The “bricks” (or nodes) in the middle of the screen are a different representation of all the options in the Surfaces Tab. The DAZ Default Material is a light grey and is always there as a sample as soon as you open the Shader Mixer. This tab is very similar to the Advanced Material room in Poser. The tab is hiding under Window – Panes – Shader Mixer. Next, head over and open the scary Shader Mixer.

Do this in the Surfaces Tab, or use the Surface Selection Tool. Here’s how to use it.įirst, select your object and all surfaces you’d like to reset. The good news is that there is something like that built right into DAZ Studio. The same is true if I’ve been modifying something so much that I forgot where things went awry, and a “reset surfaces” button would be handy. When texturing an existing model, I find it helpful to start from scratch and apply a simple basic material to an object.
