Hello again.

Last week we talked about the new ACSEL features. So, in the past seven days I started using those new features to test them and verify how easy it is to use. To make Reality as easy to use as possible, out of the box, I’m creating a series of presets that will be loaded automatically. That’s the “A” in ACSEL: Automatic. What that means is that Reality figures out what shader needs to be applied based on the figure added to the scene. For example, if you add Victoria 4 Reality knows to load an ACSEL shader set that lists the cornea to be Architectural glass with an IOR of 1.5, instead of using the default Glossy material. If you add Genesis2 Female it know that the Face material needs to use SSS with some very specific parameters.

That is what ACSEL does for you.

Objects in Poser or DAZ Studio have generic materials, there is nothing in them that can hint if a material describes skin, metal, glass or cloth. So, generally, Reality converts all the properties that it finds but it cannot make any other assumption. Without ACSEL every materials would be converted to Glossy. Some of you, who use Reality for Poser, might object that with Reality 3 there is no ACSEL, but the materials still get converted correctly. That is true. Reality 3.0 and 3.1 have an internal system that maps the materials types for some well know figures. While it works, that system has limits: first, it cannot be expanded by the users and second, it only specifies the type of materials, not the parameters for things like glossiness, bump map levels and so on.

With ACSEL we can prepare a complete set of shaders down to the most minute detail, including the configuration of procedural textures like fractal noise, bricks, or clouds. All is saved and recalled automatically when the same match of figure and textures is found.

So, to test how the system works I used it to create a first batch of shaders. Here is a screenshot of the ACSEL Manager with the list of presets made at this date:

Reality plugin - ACSEL shaders - 7-2-14

As you can see the shaders span three generations of figures: from the V3, A3, M3 series up to Aiko 6, which was released just a little more than a week ago. The set will expand greatly before the release of Reality and this means that you will get absolutely great results out of the box with little if any tweaking of the materials.

The creation of these shaders gave me a unique opportunity to completely test the system and I’m confident that you will find it simple to use and very approachable.

Regardless of how many shader sets will be shipped with Reality, the system can be easily expanded by you to include any preset. In this way you don’t have to get dragged into repetitive tasks and you can concentrate on the fun part.

There is a lot more about ACSEL but I cannot divulge it at this time. We are getting closer and closer to the day, though 🙂

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Happy rendering.


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