I am very interested in this development - but I'm going to have to leave any testing of it for a week or so, I don't want to get ditracted from the latest project I am working on.
/EDIT
Looks flat, seems like a missing normal map.
The picture is in the post, but not mentioned in text, that the normal map should be added as a texture map too.
Added the correct render too now.
/EDIT
Looks flat, seems like a missing normal map.
The picture is in the post, but not mentioned in text, that the normal map should be added as a texture map too.
Added the correct render too now.
Sorry about that. I plan to make a proper documentation, but I've never been good at it
I must say that, if anybody is willing to help on that subject, he or she would be more than welcome.
An other thing. This picture illustrates the main difference with Carrara native shading, that is Fresnel effect for rough material.
If you look a the bottom of the two blobs, you'll see some highlights where light is grazing at the object.
I am very interested in this development - but I'm going to have to leave any testing of it for a week or so, I don't want to get ditracted from the latest project I am working on.
I'm looking forward to it. I enjoyed our collaboration on the hair convertor.
Meanwhile, I wish you all the best on your new conforming hair products. The first one is really impressive. I'm sure I would have bought it if I were buying G3 or G8 stuff.
I am very interested in this development - but I'm going to have to leave any testing of it for a week or so, I don't want to get ditracted from the latest project I am working on.
I'm looking forward to it. I enjoyed our collaboration on the hair convertor.
Meanwhile, I wish you all the best on your new conforming hair products. The first one is really impressive. I'm sure I would have bought it if I were buying G3 or G8 stuff.
Thanks - the next one is close to being finalised and the first has done very well. So I owe you!
Once you get the hang of entering the correct textures in the correct spot it gets to be fun doing it. Many thank-yous to Philemo, as well as the creators of the free textures !!!!
NPR using GMIC filter - this could get interesting.....
Once you get the hang of entering the correct textures in the correct spot it gets to be fun doing it.
It gets even more complicated when you introduce the metallic workflow . I'll create a menu entry to create a PBR shader by just specifying the available maps. It will also be the basis for importing IRay studio shaders.
Once you get the hang of entering the correct textures in the correct spot it gets to be fun doing it.
It gets even more complicated when you introduce the metallic workflow . I'll create a menu entry to create a PBR shader by just specifying the available maps. It will also be the basis for importing IRay studio shaders.
Both Metallic & Iray shaders would be a great addition.
Once you get the hang of entering the correct textures in the correct spot it gets to be fun doing it.
It gets even more complicated when you introduce the metallic workflow . I'll create a menu entry to create a PBR shader by just specifying the available maps. It will also be the basis for importing IRay studio shaders.
Great news, should speed up the import of Substance materials a lot.
Any guess of when the next beta will be released?
Here is a list of the completely free for all use textures, that can be modified in the free Substance Player, just load the SBSAR file.
The point is that you can modify the material like any shader, then export to a texture.
Direct link to the free Substance Player: https://www.allegorithmic.com/products/substance-player
Includes 8 materials, most likely those materials are not licenesed for re-distribution, but probably good for personal and commercial renders.
Check the license agreement.
Looks like the PBR materials really shine, when combined with a punchy HDRI map.
The render below is the Carrara default demo scene for GI.
Middle is changed floor material to PBR. ( http://www.cc0textures.com/post/172272520412/paving-stones-08 )
Last one has the default Daz Studio HDRI for Iray (DTHDR-RuinsB-500.hdr) located somewhere on your drive, if you have DS 4.8+ installed,
Looks like the PBR materials really shine, when combined with a punchy HDRI map...
Can you turn the Intensity down on the HDRI under the Scene tab for a more realistic render and better comparison with the other renders? The highlights on the ball, paving and trumpet are completely blown out.
Thanks, Selina
Toned down the HDRI intensity from 120% to 50%, too dark and blue render.
Added Gamma Correction 2.1 and HDRI Intensity 80% for this render:
Here is a list of the completely free for all use textures, that can be modified in the free Substance Player, just load the SBSAR file.
The point is that you can modify the material like any shader, then export to a texture.
Direct link to the free Substance Player: https://www.allegorithmic.com/products/substance-player
Includes 8 materials, most likely those materials are not licenesed for re-distribution, but probably good for personal and commercial renders.
Check the license agreement.
There is also more than 900 free substance material at Substance Share that can be opened in Substance Player, tweaked and exported for use in Carrara. Some of then are really awesome.Licence is "Creative common", so quite large as long as you don't resell them.
Great news, should speed up the import of Substance materials a lot.
Any guess of when the next beta will be released?
I think tomorrow or the day after.
I had to redo part of the metallic workflow. I started with Carrara blurry reflection, but render time where awful. I had to find a way around it and I think I have it now.
This is a first test with a material found if Substance Share.
Working with material exported from Substance Player is fine because it's easy to test if I get a comparable result.
We are certainly in for a treat with Philemo's latest offering ! I see you have LuxusCore mentioned in your tagline (or whatever you call it) - did you render this with Lux?
Selina
All renders in thus thread are Carrara native.
The textures are high resolution 4k, so they look very good.
Comments
I am very interested in this development - but I'm going to have to leave any testing of it for a week or so, I don't want to get ditracted from the latest project I am working on.
News post at Carrara Cafe: http://carraracafe.com/
Direct link: http://carraracafe.com/news/new-carrara-plug-in-pbrlightingmodel/
First test render attached:
-Carrara 8.5 Pro, Win 10, using the preset "3 point light" rendered at higher resolution
-Just added one new PBR shader according to the instruction in the post here https://www.daz3d.com/forums/discussion/comment/3458691/#Comment_3458691
-Used the 4K maps from this free material: http://www.cc0textures.com/post/172272520412/paving-stones-08
/EDIT
Looks flat, seems like a missing normal map.
The picture is in the post, but not mentioned in text, that the normal map should be added as a texture map too.
Added the correct render too now.
Sorry about that. I plan to make a proper documentation, but I've never been good at it
I must say that, if anybody is willing to help on that subject, he or she would be more than welcome.
An other thing. This picture illustrates the main difference with Carrara native shading, that is Fresnel effect for rough material.
If you look a the bottom of the two blobs, you'll see some highlights where light is grazing at the object.
Thank you for that
I'm looking forward to it. I enjoyed our collaboration on the hair convertor.
Meanwhile, I wish you all the best on your new conforming hair products. The first one is really impressive. I'm sure I would have bought it if I were buying G3 or G8 stuff.
Thanks - the next one is close to being finalised and the first has done very well. So I owe you!
Added the displacement map in the displacement shader as a texture map.
Way too much displacement, but it is a beta test...
With a 5mm (1/5 inch) amplitude, it looks much better
An another example in exterior with HDRI
wow that's amazing Philemo.
tell me, does this make renders more photoreal - can it be used for NPR do you think?
It's compatible with NPR (see attachment).
As for making renders more photoreal, it all depends on the quality of the material.
Once you get the hang of entering the correct textures in the correct spot it gets to be fun doing it. Many thank-yous to Philemo, as well as the creators of the free textures !!!!
NPR using GMIC filter - this could get interesting.....
It gets even more complicated when you introduce the metallic workflow . I'll create a menu entry to create a PBR shader by just specifying the available maps. It will also be the basis for importing IRay studio shaders.
Both Metallic & Iray shaders would be a great addition.
thanks Philemo :)
terrfic renders Bunyip02 :)
Great news, should speed up the import of Substance materials a lot.
Any guess of when the next beta will be released?
Here is a list of the completely free for all use textures, that can be modified in the free Substance Player, just load the SBSAR file.
The point is that you can modify the material like any shader, then export to a texture.
Direct link to the free Substance Player: https://www.allegorithmic.com/products/substance-player
Includes 8 materials, most likely those materials are not licenesed for re-distribution, but probably good for personal and commercial renders.
Check the license agreement.
http://www.cc0textures.com/post/172410792077/fabric-05
http://www.cc0textures.com/post/172376475964/wood-floor-04
http://www.cc0textures.com/post/172169731853/rope-03
http://www.cc0textures.com/post/172135967239/fabric-04
http://www.cc0textures.com/post/172101504231/rope-02
http://www.cc0textures.com/post/172041110556/painted-metal-02
http://www.cc0textures.com/post/172033015468/painted-metal-01
http://www.cc0textures.com/post/171963188550/plastic-05
http://www.cc0textures.com/post/171864203505/plastic-03
http://www.cc0textures.com/post/171758922347/rope-01
http://www.cc0textures.com/post/171052151580/tiles-06
.
.
This looks very interesting, thanks for your time and effort bringing this to Carrara.
Looks like the PBR materials really shine, when combined with a punchy HDRI map.
The render below is the Carrara default demo scene for GI.
Middle is changed floor material to PBR. ( http://www.cc0textures.com/post/172272520412/paving-stones-08 )
Last one has the default Daz Studio HDRI for Iray (DTHDR-RuinsB-500.hdr) located somewhere on your drive, if you have DS 4.8+ installed,
.
Toned down the HDRI intensity from 120% to 50%, too dark and blue render.
Added Gamma Correction 2.1 and HDRI Intensity 80% for this render:
.
There is also more than 900 free substance material at Substance Share that can be opened in Substance Player, tweaked and exported for use in Carrara. Some of then are really awesome.Licence is "Creative common", so quite large as long as you don't resell them.
I think tomorrow or the day after.
I had to redo part of the metallic workflow. I started with Carrara blurry reflection, but render time where awful. I had to find a way around it and I think I have it now.
This is a first test with a material found if Substance Share.
Working with material exported from Substance Player is fine because it's easy to test if I get a comparable result.
All renders in thus thread are Carrara native.
The textures are high resolution 4k, so they look very good.