MEC4D PBS shaders vol.2 -Released- [Commercial]

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Comments

  • TottallouTottallou Posts: 555

    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?

  • MEC4DMEC4D Posts: 5,249

    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 

     

     

  • HoMartHoMart Posts: 480
    edited April 2016

    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

    2OT - MEC4D-Vol.2-Test-IRAY-001.jpg
    1920 x 1080 - 395K
    Post edited by Chohole on
  • NaviNavi Posts: 452
    MEC4D said:

    I am happy to hear that , make sure you scale it proper only and if need adjust Normal higher or lower and it should do the magic 

    Navi said:
    MEC4D said:

    The pack have just 2 PBR sand shader , one is dry the other represent darker more wet look , it is under Construction  folder in vol.2 that has 445 shaders , there was a render with preview materials back in the thread with one of the sand as ground  , you need to scale the shader to match your scene proportions , nothing really mysterious about , it is not procedural shader, only 70 Fabrics are procedural the rest is texture based 

    Navi said:

    Hello, I tried to quickly browse the first 15 pages but couldn't find any infos on the sand shaders, would it be possible to learn more about it ? That's the n°1 thing I'm looking for, in term of shaders, as I can't get the look I want on an of the beach scenes/props i've got.

     

    I've got it while you were posting your replies it seems :) , thank you for the help. Quickly tested it 2 minutes ago (dry one), and it looks much better than the original textures, so I'm happy - Plus now,I have about 450 more great shaders to play with heh :)

     

    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 :)

  • Perilous7Perilous7 Posts: 40

    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 

  • MEC4DMEC4D Posts: 5,249

    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

     

    HoMart said:

    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

     

     

  • MEC4DMEC4D Posts: 5,249

    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 

    Navi said:
    MEC4D said:

    I am happy to hear that , make sure you scale it proper only and if need adjust Normal higher or lower and it should do the magic 

    Navi said:
    MEC4D said:

    The pack have just 2 PBR sand shader , one is dry the other represent darker more wet look , it is under Construction  folder in vol.2 that has 445 shaders , there was a render with preview materials back in the thread with one of the sand as ground  , you need to scale the shader to match your scene proportions , nothing really mysterious about , it is not procedural shader, only 70 Fabrics are procedural the rest is texture based 

    Navi said:

    Hello, I tried to quickly browse the first 15 pages but couldn't find any infos on the sand shaders, would it be possible to learn more about it ? That's the n°1 thing I'm looking for, in term of shaders, as I can't get the look I want on an of the beach scenes/props i've got.

     

    I've got it while you were posting your replies it seems :) , thank you for the help. Quickly tested it 2 minutes ago (dry one), and it looks much better than the original textures, so I'm happy - Plus now,I have about 450 more great shaders to play with heh :)

     

    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 :)

     

  • MEC4DMEC4D Posts: 5,249

    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

  • HoMartHoMart Posts: 480

     

    MEC4D said:

    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

     thanks for the hint, never thought of changing angles - will try that tonight.

  • MEC4DMEC4D Posts: 5,249

    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 

    HoMart said:

     

    MEC4D said:

    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

     thanks for the hint, never thought of changing angles - will try that tonight.

     

  • nicsttnicstt Posts: 11,715
    MEC4D said:

    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

    That would be awesome.

  • nicsttnicstt Posts: 11,715
    MEC4D said:

    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

    That would be awesome.

  • TabascoJackTabascoJack Posts: 865

    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

     

    You Shall Not Pass - Post.jpg
    1600 x 900 - 987K
  • MEC4DMEC4D Posts: 5,249

    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 .. 

    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

     

     

  • Oso3DOso3D Posts: 15,011

    Mec4d, you have mail...

     

  • MEC4DMEC4D Posts: 5,249

    WILLI'm you got reply lol

    also @Sorel you got mail... 3 days ago !

  • SorelSorel Posts: 1,395
    MEC4D said:

    WILLI'm you got reply lol

    also @Sorel you got mail... 3 days ago !

    Just saw and replied :)
  • JeremyDJeremyD Posts: 265
    MEC4D said:

    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

    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.

  • takezo_3001takezo_3001 Posts: 1,979

    Thanks for your first and second pack, you are the empress of iRay/Daz!

  • NaviNavi Posts: 452
    MEC4D said:

    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 

    Navi said:
    MEC4D said:

    I am happy to hear that , make sure you scale it proper only and if need adjust Normal higher or lower and it should do the magic 

    Navi said:
    MEC4D said:

    The pack have just 2 PBR sand shader , one is dry the other represent darker more wet look , it is under Construction  folder in vol.2 that has 445 shaders , there was a render with preview materials back in the thread with one of the sand as ground  , you need to scale the shader to match your scene proportions , nothing really mysterious about , it is not procedural shader, only 70 Fabrics are procedural the rest is texture based 

    Navi said:

    Hello, I tried to quickly browse the first 15 pages but couldn't find any infos on the sand shaders, would it be possible to learn more about it ? That's the n°1 thing I'm looking for, in term of shaders, as I can't get the look I want on an of the beach scenes/props i've got.

     

    I've got it while you were posting your replies it seems :) , thank you for the help. Quickly tested it 2 minutes ago (dry one), and it looks much better than the original textures, so I'm happy - Plus now,I have about 450 more great shaders to play with heh :)

     

    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 :)

     

    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.

  • SpottedKittySpottedKitty Posts: 7,232
    MEC4D said:
    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 ..

    <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.  

  • nicsttnicstt Posts: 11,715

    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. :)

    WIP_Omege.jpg
    1273 x 1800 - 2M
  • MEC4DMEC4D Posts: 5,249

    I am almmost ready .. I playing still with that too :) 

    JeremyD said:
    MEC4D said:

    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

    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.

     

  • MEC4DMEC4D Posts: 5,249

    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 cheeky Nvidia is the Empress ! hehe

    Thanks for your first and second pack, you are the empress of iRay/Daz!

    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

    Navi said:
    MEC4D said:

    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 

    Navi said:
    MEC4D said:

    I am happy to hear that , make sure you scale it proper only and if need adjust Normal higher or lower and it should do the magic 

    Navi said:
    MEC4D said:

    The pack have just 2 PBR sand shader , one is dry the other represent darker more wet look , it is under Construction  folder in vol.2 that has 445 shaders , there was a render with preview materials back in the thread with one of the sand as ground  , you need to scale the shader to match your scene proportions , nothing really mysterious about , it is not procedural shader, only 70 Fabrics are procedural the rest is texture based 

    Navi said:

    Hello, I tried to quickly browse the first 15 pages but couldn't find any infos on the sand shaders, would it be possible to learn more about it ? That's the n°1 thing I'm looking for, in term of shaders, as I can't get the look I want on an of the beach scenes/props i've got.

     

    I've got it while you were posting your replies it seems :) , thank you for the help. Quickly tested it 2 minutes ago (dry one), and it looks much better than the original textures, so I'm happy - Plus now,I have about 450 more great shaders to play with heh :)

     

    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 :)

     

    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.

    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

    MEC4D said:
    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 ..

    <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.  

    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

    nicstt said:

    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. :)

     

  • Oso3DOso3D Posts: 15,011

    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).

     

     

  • MEC4DMEC4D Posts: 5,249

    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

    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).

     

     

     

  • Oso3DOso3D Posts: 15,011

    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.

     

  • JerifeJerife Posts: 272
    edited April 2016

    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 devil

    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.

     

     

    iRay Isla 019 redux.jpg
    3000 x 1687 - 7M
    Post edited by Jerife on
  • nicsttnicstt Posts: 11,715
    edited April 2016
    MEC4D said:

    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 cheeky Nvidia is the Empress ! hehe

    Thanks for your first and second pack, you are the empress of iRay/Daz!

    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

    Navi said:
    MEC4D said:

    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 

    Navi said:
    MEC4D said:

    I am happy to hear that , make sure you scale it proper only and if need adjust Normal higher or lower and it should do the magic 

    Navi said:
    MEC4D said:

    The pack have just 2 PBR sand shader , one is dry the other represent darker more wet look , it is under Construction  folder in vol.2 that has 445 shaders , there was a render with preview materials back in the thread with one of the sand as ground  , you need to scale the shader to match your scene proportions , nothing really mysterious about , it is not procedural shader, only 70 Fabrics are procedural the rest is texture based 

    Navi said:

    Hello, I tried to quickly browse the first 15 pages but couldn't find any infos on the sand shaders, would it be possible to learn more about it ? That's the n°1 thing I'm looking for, in term of shaders, as I can't get the look I want on an of the beach scenes/props i've got.

     

    I've got it while you were posting your replies it seems :) , thank you for the help. Quickly tested it 2 minutes ago (dry one), and it looks much better than the original textures, so I'm happy - Plus now,I have about 450 more great shaders to play with heh :)

     

    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 :)

     

    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.

    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

    MEC4D said:
    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 ..

    <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.  

    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

    nicstt said:

    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. :)

     

    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.

    Post edited by nicstt on
  • nicsttnicstt Posts: 11,715
    MEC4D said:
    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 ..

    <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.  

    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?:)

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