Hell Creek Modules [Commercial]

24

Comments

  • Szark said:

    I wonder why Substance Painter doesn't include a spec map in their Metal/Rough Export settings.

    You can export spec maps from Substance Painter when using openGL which is used by Iray. DirectX is used by Unreal Engine which combines many maps (ambient, rough, metal) into one map. A spec map would not be needed.

  • SzarkSzark Posts: 10,634
    edited March 2019

    Yeah I noticed when in my testing when I removed top coat, gloss colour and reflectivity maps the color seemed to pop more, yes more vibrant which for me looks better. LOL. 

     

    Arr I knew DS used OpenGl for Normal maps but had no idea the Spec map was needed. Thanks for that. I will have to amend my workflow.

     

    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/interface/panes/surfaces/shaders/iray_uber_shader/shader_general_concepts/start#glossy_layered_weight

    to Quote Glossy Layered Weight - This controls the glossy properties for the base layer of the shader. The setting can range anywhere from 0.0 to 1.0, but unless it is for legacy conversion, it usually left alone. When converting legacy materials, specular maps are inserted here."

    So this is incorrect then?

    Post edited by Szark on
  • SzarkSzark Posts: 10,634
    Szark said:

    I noticed you used a spec map in Glossy Layered Weight, Reflectivity and Glossy Colour, plus Top Coat.

    The specular map should only be used on the gloss color material setting, while the map titled glossiness (controling the amount of light reflected) should be tied into all the gloss and top coat material settings. In some cases the maps are very closs to the same shade and others are very different. The one image seems to appear to be more vibrant as it is absorbing more light rather than reflecting it.

    OK I was misnaming the maps as I see you have a Gloss and Spec map but I do think you are incorrect with using Top Coat, Gloss colour map and a reflectivity map. Plus I never knew DS/Iray started using World Space normal maps.

    I am not trying to be a problem as your talents are awesome but I just find a lot of the settiings are overkill and less work for the same results is always desirable IMO.

  • The material areas that should be reflecting some light, look more vibrant in your image (with no gloss or spec maps) because they're absorbing more light. While it may look prettier, to me it makes it look a bit flat and unrealistic.
     

    Szark said:

     I just find a lot of the settiings are overkill and less work for the same results is always desirable IMO.


    Of course this! I'm always trying to improve my products, in both quality and optimization. I will continue to test things on my end and find ways to lead to a better product. I'm still fairly new to the 3D world, only my third year creating anything 3D, so I'm still learning a lot as I go so I apologize for any hinderances my products can or will cause.

  • SzarkSzark Posts: 10,634

    Oh it is no problem and in my ten years here all I try and do is help others.

    To be fair when I removed the Top Coat completely and removed the Gloss map from Glossy Colour and Reflectivity the gloss effect did decrease a little but that could be down to not having the correct PBR roughness map.

     

    I have sent DAZ3D a support ticket asking about World Space Normals and why their docs say Glossy Layered Weight should be left at 1.00. I also found this helpful https://learnopengl.com/PBR/Theory

  • SzarkSzark Posts: 10,634
    edited March 2019

    I have some more advice if you would allow me to help you to help your customers.

     

    Map naming conventions. For example I am wanting the add translucency for the leaves, in this case the fern but in one module alone there are 8 Base Color 2K, Bump, Normal and Roughness named maps so I have to cycle through to find the right ones. This is very time consuming and made a lot quicker if all maps set had an identifying name relative to the object. So in my case Fern Base Colour, or Just Fern would do. You did this for other things like Leaf 1 and 2 etc.

     

    Also are you normal maps tangent as I might have mistaken them for World Space due to the excessive uv padding?

    Post edited by Szark on
  • SzarkSzark Posts: 10,634
    edited March 2019

    There is something to be said about not having full Glossy Weight at 1.00 for this set. Again removed top coat, removed Gloss maps and Spec maps, kept the roughness maps in place but droped Glossy Weight to 0.50 for everything which I think is the best option. 

     

    First image is Glossy weight at 1.00, too de-saturated 

    Second Image at 0.50 more realistic IMO

    Third yours as it loads.

    As you can see I am finally getting some gloss on the fern leaves etc

    mod 4 A Weight 100.jpg
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    mod 4 B Weight 050.jpg
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    mod 4 yours.jpg
    966 x 861 - 956K
    Post edited by Szark on
  • FSMCDesignsFSMCDesigns Posts: 12,755
    Szark said:
    Szark said:

    I noticed you used a spec map in Glossy Layered Weight, Reflectivity and Glossy Colour, plus Top Coat.

    The specular map should only be used on the gloss color material setting, while the map titled glossiness (controling the amount of light reflected) should be tied into all the gloss and top coat material settings. In some cases the maps are very closs to the same shade and others are very different. The one image seems to appear to be more vibrant as it is absorbing more light rather than reflecting it.

    OK I was misnaming the maps as I see you have a Gloss and Spec map but I do think you are incorrect with using Top Coat, Gloss colour map and a reflectivity map. Plus I never knew DS/Iray started using World Space normal maps.

    I am not trying to be a problem as your talents are awesome but I just find a lot of the settiings are overkill and less work for the same results is always desirable IMO.

    Couldn't agree more and I find this is more an aspect of how substance painter does things more than anything else. In some of the games I develop for you have similar map set ups because you are not using unbiased lighting in the game, so in order to compensate they create the light/material effects on the maps/shaders to get the look they want with their biased lighting setup.

  • XenomorphineXenomorphine Posts: 2,421

    Hope we'll one day see a modular landscape set like this for ocean beds and Giger-inspired alien 'bonescapes'. :)

  • SzarkSzark Posts: 10,634

    After some long hours of fiddling I have come up with something close to PBR materials. I had to adjust some roughness maps (i;e; make then rougher (lighter), saturate some diffuse maps and add some Scatter and Transmit Transluceny to the plant leaves and add Diffuse roughness to most things, even on some leaves, given they absorb light which helped getting a more realistic look to the gloss. 

    My version has Glosss Weight at 1.00, no maps. Reflectivity at the default of 0.50, no maps. Still a good set though but man it was a  lot of work to IMO bring it inline with PBR. 

    On to make an image now

    original.jpg
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    my version.jpg
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  • manekiNekomanekiNeko Posts: 1,405
    edited March 2019

    @Herschel_Hoffmeyer: did you research plants particularly/supposedly common in prehistoric times, or can they fit pretty much any forest in the american regions similar to hell creek TODAY?

    edited to correct

    Post edited by manekiNeko on
  • davidtriunedavidtriune Posts: 452
    edited March 2019

    I love this a lot. I'm using it for 360 degree VR scenes that I'm making. Here's a sample :D

    The only thing i wish this had was each prop in its separate file instead of in sets. I'm trying to make my scene more dense, but I can't scatter grouped objects because of the difference in elevation. So some plants will be above the ground and some will be half buried. Also, the trees would be nicer in higher geometry (jagged edges) though their displacement detail is good. Thanks a lot.

    test19.jpg
    1536 x 1536 - 1M
    Post edited by davidtriune on
  • SzarkSzark Posts: 10,634

    oh that is cool David

  • jardinejardine Posts: 1,202

    wow.  that's *amazing*. 

    j

  • Herschel HoffmeyerHerschel Hoffmeyer Posts: 629
    edited March 2019

    @Herschel_Hoffmeyer: did you research plants particularly/supposedly common in prehistoric times, or can they fit pretty much any forest in the american regions similar to hell creek TODAY?

    edited to correct

    It cannot fit anything before or after the late cretaceous 75-65 million years ago. Outside of that time period the plant life would have changed. The biggest changes today is that the metaseqouias (the big trees) are extinct, the introduction of grass, weeds and many more flowering plants and trees.

     

    I love this a lot. I'm using it for 360 degree VR scenes that I'm making. Here's a sample :D

    The only thing i wish this had was each prop in its separate file instead of in sets. I'm trying to make my scene more dense, but I can't scatter grouped objects because of the difference in elevation. So some plants will be above the ground and some will be half buried. Also, the trees would be nicer in higher geometry (jagged edges) though their displacement detail is good. Thanks a lot.

    I may but it would be its own product, like an expansio or similar. If the modules are merged into each other then I would recommend spacing them out more. Only the edges should overlap. So plants, trees, and the terrain are not all merging through one another.

    Post edited by Herschel Hoffmeyer on
  • SzarkSzark Posts: 10,634

    yeah I am pushing that back it bit more as I don't have any dinos from that era. :)

  • manekiNekomanekiNeko Posts: 1,405

    @Herschel_Hoffmeyer: did you research plants particularly/supposedly common in prehistoric times, or can they fit pretty much any forest in the american regions similar to hell creek TODAY?

    edited to correct

    It cannot fit anything before or after the late cretaceous 75-65 million years ago. Outside of that time period the plant life would have changed. The biggest changes today is that the metaseqouias (the big trees) are extinct, the introduction of grass, weeds and many more flowering plants and trees.

    i see.. so, dino forest or.. anything far far away from realistic. learned something again - i only knew or thought plant sizes did change... thx for the info ^^

  • Oso3DOso3D Posts: 15,011

    Or alien planets that don’t end up looking like Canada...

  • manekiNekomanekiNeko Posts: 1,405
    Oso3D said:

    Or alien planets that don’t end up looking like Canada...

    got the feeling that there's some insider pun i'm totally missing here.. language barrier, lack of geo knowledge.. or just being my usual dense self XD

  • Oso3DOso3D Posts: 15,011

    A lot of movies and TV in the US is filmed in Canada (particularly Vancouver), so shows like Stargate, when people are on 'alien planets' it's usually forested areas of Canada.
     

     

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,214
    Oso3D said:

    Or alien planets that don’t end up looking like Canada...

    got the feeling that there's some insider pun i'm totally missing here.. language barrier, lack of geo knowledge.. or just being my usual dense self XD

     

    more a comment on most big films being produced outside the United States for financial reasons I think, many filmed here in Australia too and NewZealand gets it's share.

  • manekiNekomanekiNeko Posts: 1,405
    Oso3D said:

    A lot of movies and TV in the US is filmed in Canada (particularly Vancouver), so shows like Stargate, when people are on 'alien planets' it's usually forested areas of Canada.
     

    Oso3D said:

    Or alien planets that don’t end up looking like Canada...

    got the feeling that there's some insider pun i'm totally missing here.. language barrier, lack of geo knowledge.. or just being my usual dense self XD

     

    more a comment on most big films being produced outside the United States for financial reasons I think, many filmed here in Australia too and NewZealand gets it's share.

    never realized about canada. nz not sure, i remember oz tho, either mad max or waterworld or sth.. i'm a bit oblivious to those things, once the flick is over i never watch credits or read reviews/infos. thx for explaining, both of you ^^

  • i see.. so, dino forest or.. anything far far away from realistic. learned something again - i only knew or thought plant sizes did change... thx for the info ^^

    Sort of, I mean you could use anything for a dinosaur environment but if trying to be realistic, there is definitely no one size fits all for dinosaurs and their environments. This is tailored for Hell Creek 67 million years ago. If you traveled in any direction for 1000 miles and the environment would look a lot different... just like ecosystems today. Jump back nearly 100 million more years to the Jurassic period and that's a huge change of scenery. Trees did not look like trees. Leaves didn't exist. The list could go on. But if you're not making Paloeart then I don't think it matters.

  • fastbike1fastbike1 Posts: 4,078

    None of Herschel's dinos??? surprise. Why ever not?? 

    Szark said:

    yeah I am pushing that back it bit more as I don't have any dinos from that era. :)

     

  • manekiNekomanekiNeko Posts: 1,405

    i see.. so, dino forest or.. anything far far away from realistic. learned something again - i only knew or thought plant sizes did change... thx for the info ^^

    Sort of, I mean you could use anything for a dinosaur environment but if trying to be realistic, there is definitely no one size fits all for dinosaurs and their environments. This is tailored for Hell Creek 67 million years ago. If you traveled in any direction for 1000 miles and the environment would look a lot different... just like ecosystems today. Jump back nearly 100 million more years to the Jurassic period and that's a huge change of scenery. Trees did not look like trees. Leaves didn't exist. The list could go on. But if you're not making Paloeart then I don't think it matters.

    thx for the extra info ^^ - no i'm not especially making paleo art, and even if, i have no need for extreme realism, i don't do professional stuff or anything needing accuracy, i can abuse artistical freedom as much as i want. but thanks to your product/this thread, i got interested in this vegetal evolution... never too late to learn a thing or two and consult big bros goggle & wiky if i feel like it ^^

  • SzarkSzark Posts: 10,634
    fastbike1 said:

    None of Herschel's dinos??? surprise. Why ever not?? 

    Szark said:

    yeah I am pushing that back it bit more as I don't have any dinos from that era. :)

     

    money. pure and simple, well the lack of it. :) I never really done a dino pic and if it wasn't for that free Predator/Prey bundle we got years ago I wouldn't have any. I bought this set for the environment and I can use it for other things (kitbashing)

  • RbugRbug Posts: 166
    edited March 2019

    Ok well I also purchased this cool set as well and I found it to be interestingly close to an area in the badlands (Hells Creek), and into Alberta. And your Disscussion got me to go look into my book, Illustrated Flora from the Permian Period to present day (that being 1978). So with that here is a small list and I do mean small compared the the near one thousand pages the book has of trees and plants that are from the permian period to present day:

    GINKGO (Ginkgo biloba) Since late Permian

    GIANT SEQUOIA (Sequoiadendron giganteum) Since Jurassic

    BALD CYPRESS (Taxodium distichum) Since Jurassic

    SAGO PALM (Cycas revoluta) Since Jurassic

    JUNIPERS (Juniperus sp.) Since late Jurassic

    CYPRESSES (Cupressus sp.) Since Jurassic

    CUPRESSACEAE (Chamaecyparis sp.) Since Jurassic

    TAXACEAE (Taxus sp.) Since Jurassic

    SOUTHERN MAGNOLIA (Magnolia grandiflora) Since late Cretaceous

    MYRTLE (Myrtus communis) Since late Cretaceous

    OLEANDER (Nerium oleander) Since late Cretaceous

    LAUREL (Laurus nobilis) Since late Cretaceous

    FICUS TREES (Ficus sp.) Since late Cretaceous

    BAMBOOS (Phyllostachys sp.) Since late Cretaceous

    PLANE TREES (Platanus sp.) Since late Cretaceous

    POPLARS (Populus sp.) Since late Cretaceous

    SPRUCES (Picea sp.) Since late Cretaceous

    WILLOWS (Salix sp.) Since late Cretaceous

    ASHES (Fraxinus sp.) Since late Cretaceous

    OAKS (Quercus sp.) Since late Cretaceous

    SASSAFRAS (Sassafras albidum) Since late Cretaceous

    TULIP TREE (Liriodendron tulipifera) Since late Cretaceous

    TAMARISK (Tamarix gallica) Since late Cretaceous

    OLIVE TREE (Olea europaea) Since late Cretaceous

    BRISTLECONE PINE (Pinus aristata) Since Cretaceous

    ATLAS CEDAR (Cedrus atlantica) Since Cretaceous

    LEBANON CEDAR (Cedrus atlantica) Since Cretaceous

    Most of these were found within North America and Canada. These are also included in a series of trees called XFrog.

     

    Post edited by Rbug on
  • manekiNekomanekiNeko Posts: 1,405
    Rbug said:

    Ok well I also purchased this cool set as well and I found it to be interestingly close to an area in the badlands (Hells Creek), and into Alberta. And your Disscussion got me to go look into my book, Illustrated Flora from the Permian Period to present day (that being 1978). So with that here is a small list and I do mean small compared the the near one thousand pages the book has of trees and plants that are from the permian period to present day:

    GINKGO (Ginkgo biloba) Since late Permian

    GIANT SEQUOIA (Sequoiadendron giganteum) Since Jurassic

    BALD CYPRESS (Taxodium distichum) Since Jurassic

    SAGO PALM (Cycas revoluta) Since Jurassic

    JUNIPERS (Juniperus sp.) Since late Jurassic

    CYPRESSES (Cupressus sp.) Since Jurassic

    CUPRESSACEAE (Chamaecyparis sp.) Since Jurassic

    TAXACEAE (Taxus sp.) Since Jurassic

    SOUTHERN MAGNOLIA (Magnolia grandiflora) Since late Cretaceous

    MYRTLE (Myrtus communis) Since late Cretaceous

    OLEANDER (Nerium oleander) Since late Cretaceous

    LAUREL (Laurus nobilis) Since late Cretaceous

    FICUS TREES (Ficus sp.) Since late Cretaceous

    BAMBOOS (Phyllostachys sp.) Since late Cretaceous

    PLANE TREES (Platanus sp.) Since late Cretaceous

    POPLARS (Populus sp.) Since late Cretaceous

    SPRUCES (Picea sp.) Since late Cretaceous

    WILLOWS (Salix sp.) Since late Cretaceous

    ASHES (Fraxinus sp.) Since late Cretaceous

    OAKS (Quercus sp.) Since late Cretaceous

    SASSAFRAS (Sassafras albidum) Since late Cretaceous

    TULIP TREE (Liriodendron tulipifera) Since late Cretaceous

    TAMARISK (Tamarix gallica) Since late Cretaceous

    OLIVE TREE (Olea europaea) Since late Cretaceous

    BRISTLECONE PINE (Pinus aristata) Since Cretaceous

    ATLAS CEDAR (Cedrus atlantica) Since Cretaceous

    LEBANON CEDAR (Cedrus atlantica) Since Cretaceous

    Most of these were found within North America and Canada. These are also included in a series of trees called XFrog.

     

    ah @Rbug, thanks for fore-chewing the info a bit already ^^

  • FSMCDesignsFSMCDesigns Posts: 12,755
    Rbug said:

    Ok well I also purchased this cool set as well and I found it to be interestingly close to an area in the badlands (Hells Creek), and into Alberta. And your Disscussion got me to go look into my book, Illustrated Flora from the Permian Period to present day (that being 1978). So with that here is a small list and I do mean small compared the the near one thousand pages the book has of trees and plants that are from the permian period to present day:

    Nice list, thanks for that! You say "your" book, as in you wrote it or one you have?

    I'd love an addon with some of those items modeled to aid in creating landscapes. I have some of the ones Dinoraul did, but the quality isn't all that great.

    that is one of the things I admire about Herschel, how faithful he is to the Hells Creek Formation era flora and fauna. I'm surprised we haven't seen a 3D version of the Siebel Dinosaur Complex yet, LOL

  • SzarkSzark Posts: 10,634
    edited March 2019

    deleted

    Post edited by Szark on
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