I believe the Daz uses a shell for all it’s transparent stuff as well as fur and other things…which is a pain to implement in Blender…But that shadow material would work if you just used the Image Texture referenced in the Group Node Pantyhose… FYI
But If I understand you correctly… You want to replace that with the one from Blend Kit…correct?
It is a self-contained node group, so it isn’t that different than the Daz node group…just names and config…
Output → Goes to either a Mix or Add Shader or directly to the Surface of the output Node… But it is a Procedural Shader ( No Image Textures)
If you want it to look more like the Image you showed ( I’m guessing here, without something to play with) you need to use the " Shell Opacity Image" referenced in the Daz node group, to add the Banding and toe sections that that image controls…
If you change these things inside the Blendkit node group, like this…
Thanks very much for your answer. I do want to replace the left with the right, but there is an external issue. The entry and exit nodes of the two shaders are different, and the shader on the right doesn‘t have a UV node. Replace directly, the line will turn red. I am a beginner and don’t know what to do.
OK…The one on the right doesn’t have a UV dot as it is already set to use UV inside the Node Group. I see a principle in the Group so it should go directly into the Surface of the output Node…but like I said it’s hard to tell what is connected to what…Try plugging it into the Principled BSDF Color dot and see if you get something then…
If you tell me which Nylon shader you grabbed I can also grab a copy and load up a Daz character to test…I don’t have the Daz Stockings but I won’t need it since you are replacing it…
The one from Blendkit Shader plugs directly into the surface of the output node…As I originally thought it is self-contained…A problem with this is if you want it transparent…Since it replaces the Leg Material the Leg will become transparent…It is made to be used in at least Blender 3.5 as it has the newer Mix node. If using EeVee it will be a real problem …same in cycles but it could be adjusted with the last mix node to be opaque…
If you exported the Shell along with the Daz character, you could use either one on the shell and get the proper texture and transparency…
If you share the textures from the Daz stocking in a PM, I could get those to work easily…
If you want to get these to work properly, without the shell, you would need to create a replacement, usually by duplicating the Legs, using the shrinkwrap modifier on the copy to place over the original legs, and then applying either of the nodes you have to the shrinkwrap…
ALL in all the simplest working setup is like this…
Just whatever you have from the import for the Legs, and use a Mix-Shader Node to mix the two, don’t push it too far to the right in Cycles…this view is in EeVee.