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Thank you, there is a lot in this pack to keep us busy so as I work online, should I do my work so or play with the new shaders?
Hahaha people you are too cute ! I never had so much fun by other release ever ..Thanks for the support and inspirations and you are more than welcome !
I did worked since last night , then had lunch with my Land Lady that did not saw me since Easter so deep I was under cover finishing my stuff , still need to finish cover work for new product before I go and rest well all night long since I don't remember when I did sleep at night for the last time but don't worry I am fine , I am usually nocturnal OO
@Tottallou , well I would say work first .. I am glad my job is playing and working on the same time ...I am lucky but when I start to have really fun it can take for hours sometimes 6-7 hours doing scenes just for fun and trying new stuff out , but please take your time and learn well your new toys and of course have a lot of fun
after playing with my new toy for the whole evening, I ended with this one.
sorry for beeing little bit "botaholic" - but thats me ;)
used in the image:
Callie-6-Bot -> Anotized Aluminium Scratched Brushed - Leather Fashion 03 - Leather Fashion 05
Aiko-6-Bot -> Galvanized Zink - Brass Chell - Gun2 - Polypropylene gloss red - Plastic Ruberized - Copper Bullet
G3F-Bot -> Latex 1 - Latex 7 - Latex 8 - Copper Bullet - Pyrex Glass - Polypropylene gloss black - Steel Brushed Rough - Brass Chell
Floor -> Paint on Canvas
Back (left to right) -> Cotton White Clean - Procedural Fabric 004 - Tarpauline 2 - Plaid6
Logo -> Polymer blue - Polymer red - Polypropylene gloss black
Light -> sun/sky only
I've had more time to play with them today, they look really great even for close-up (with high tiling), and actually there are 3 it seems, the "light" dry one didn't get its thumbnail in shader presets (or is it on purpose ? not sure). Great package anyway :)
Just bought and thanks again ;) you are going to be responsible for me melting my laptop now with the many renders i need to do now i got decent materials haha
I will be fine just with couple of spheres hahaha
TIP when I apply the shaders I always switch to other camera and zoom to the surface to make sure the scaling are correct for the proper shading and reflections for best result
My favorite one is the metal combination and the middle .. also when you render render on letters or hard surface models make sure the angles are set too lower especially for metals as Smooth angle on hard edge models will make wrong reflections for example swords, machines , tables and any surface that suppose to be flat
There should be only 2 sand shader .. Dry and Wet did it got lost in the process ? by thumbnail you mean the small one or the Big one when you mouse over ?
I see all fine in my store copy
I am going to make some video mini tutor for couple of things today to show things in action like wet cloth and how to make it correct as some customers are not familiar with the process . If you want any subject to be covered with let me know
thanks for the hint, never thought of changing angles - will try that tonight.
I found out when I was rendering tests on many surfaces and actually it was so obvious on letters and it improved so much visually especially when using metals
also rendered my logo in 3D format and there was not much reflections , after I switched off the angles it was beautiful , the same goes for windows glass and any other hard surface models like ground ,and anything that does should not have rounded surface , try yourself you will see the difference
That would be awesome.
That would be awesome.
Fun with Cath's shaders
Outfit and sword - combination of Leather shaders from Vol 2 and Metal shaders from Vol 1.
Scene: Mossy Stone, Ivy, and Volumetric Murky Water
Nice one Jack ! thanks for sharing !
TIP when you use the leather shader on clothing that have own normal maps, you can load the clothing normal under the Normal map channel and the leather normal from the shader under the Top Coat Normal channel and left the rest unchanged beside scaling , now you can scale your maps individually via image editor in DS so the original normal map from the clothing is not tiled and only the maps from the shader ..
Mec4d, you have mail...
WILLI'm you got reply lol
also @Sorel you got mail... 3 days ago !
I would love this.
BTW, I am having so much fun applying your shaders to old scenes just to see what happens. It's nice to see old things brought to life again.
Thanks for your first and second pack, you are the empress of iRay/Daz!
Well, the dry sand has 2 textures in the texture folder, that's what I was referring about, the dark one that loads by default, and a light one. Spotted this by chance as I wanted to make a lighter one, after testing the default dry shader, that's why I went into the texture folder ;) . But this was already there and ready.
<gleep>
Thanks for the tip, I completely forgot we can do this in Iray materials. That'll make some conversions a lot easier, where I've got more than one map to shoehorn into what I thought was only one parameter slot.
I've been converting an Omega watch I did in Cycles and Blender, ages ago; early stages yet, hence the oblique angle on the watch. Case looks good though. :)
I am almmost ready .. I playing still with that too :)
I was thinking it was Mei Lin 7 lol j/k thank you for the support ! I may be the Ambasador of PBR in Iray Nvidia is the Empress ! hehe
Oh you lucky bird, I was doing some tests and forgot to remove it hahahaha actually sand under water that why I made the very light texture of the sand to see if works better with so much shaders on some point you losing the track
Well you have more options , image editor or Layered sadly you can't make presets just for image editor without texture been there but you can scale tile invert rotate and set the brightness and all other options
That is nice modeling , well done , the case looks very nice indeed with the leather
TIP leather and skin love to have some slightly light source behind on the side it bring out the texture and normal even better and make it more dimensional thanks to fresnel , sometimes just white object on the side that is not visible to the camera can reflect the light back from the side especially if you render just with sky-sun or scene without much elements in , try it out next time
The Pure Metals vol.3 have fantastic new micro surfaces for type of metals like that on the watch , I would love to steal that prop from you and make some usage of it in my promo as I need to make couple of them still while the product is in testing if you don''t mind office @ mec4d.com without spaces , I will pay you back in shaders lol
Regarding layers: keep in mind there's also iray decals, which is a great way to add complexity. The biggest potential problem is that decals don't use UV, so it might be hard to get things to line up (unless you do everything as decals).
No you can't plug normal on decal to support bellow shader this even if possible is the wrong idea for PBR .. Top Coat is the last layer that do control everything what is below it and anything above it as Decal or geometry shell will be already part of another material on top of that what is of course cool I think 2 normal and 2 bump maps are enough for one Uber Iray shader plus you can still use Layered image for additional layers on layers with alpha images and not need anything else . Unlimited layers but that is more for Material presets than shaders
I was suggesting using decals instead of LIE for an easier way to layer images or other variations.
Like, for example, if you wanted a splotchy area with different normals/bump than the main area.
Decals are not really layers 'on top' of other layers, except for displacement.
I am enjoying your pack immensely building the island. I have tons of questions but will make some only. I find artifacts, odd straight lines in the moss shader applied to the island itself. They where more evident - great poligonal areas- when using more than two geoshells to mix rock and moss. Now that it is one obj with several overlaping shaders I see them less but exist nevertheless. (They are clearly visible in the foreground) What do I tweak to affect this?
Ivy2 works fine out of the box as we can see in the 'ugly' buildings Stonemason made left and right the otherwise beautiful town, but I was not able to apply the poison ivy shader cause it seemed to grow laterally and in geometric 'bands' that tiling and offsets could not change. I imagine that there's a way to rotate the texture, normal or whatever image used to make a shader as there is in Carrara, without the need to tilt it in the gimp or similar. Is that option in the shader builder or mixer which I must admit never opened out of shear fear? Or is it possible outside them?
When changing some shaders in the village I've seen some admit ctrl+click others do not. Is there a rule of thumb to know which work and which do not? For instance applying ctrl+ brick2 or brick3 to pottery makes very nice pots. Doing the same with walls make them transparent or mirror like. Studying the shader seems that bump sets to 0 in those cases...
Lol, sorry, I am now as a kid with new toy trying to grasp it all
Ah! Leave shader I love but how I make it different darker green? In the base or in the translucency or in the sss tint or combining the three?
I hope my unskilful questions don't bother you.
You can have a copy if you like.
I'd have fun then trying to achieve what you managed. :)
I love modelling, but not a fan of texturing.
It doesn't have a clasp, I've been considering adding one to show the watch closed. But doesn't need one in the case. I'm planning on doing some rigging for it too as I get chance.
EDIT
Sent you a er couple of emails.
What SpottedKitty said, although not sure what you mean; guess its something else to check out; seriously, who has time to learn all this er stuff?:)