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

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Comments

  • MEC4DMEC4D Posts: 5,249

    With the moss shader, I see that the scale is huge , it is a moss shader for so huge area you need to tile it down and also try to reduce the normal map level to lower , you should not need any extra geo shell on top unless it is deformed to show rocks bellow, I used the moss on huge areas without issues on Stonemason set .  Ivy shader images can be rotated under Layered Image Editor you can turn it 90-180 degree so it grow up or side or down , use geo shell and offset it a little bit , make sure you rotate all maps in the shader including cut opacity 

    There is just one CTRL+ what is the grass shader that can be used on trees and grass where you have already textures plug in , other shaders need all the maps to working correctly so no CTR+

    I don''t use any bumps just normal and when you use CTRL+ you changing the settings of the old shader and not load any new maps it not working this way and even if this worked for the breaks it was a pure luck 

    all shaders beside the translucent green one can''t be used with CTRL+ so if you want a wall just select the surface and click on the shader and scale it proper in proportions 

    if you want to get the green darker just change the base color to desire green and the same color use under Translucent Color

    and you don;t bother me at all , nice you ask question and learn your ways out so letter you are better in your creations ! and know how to use shaders for the future

    Jerife said:

    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.

     

     

     

  • MEC4DMEC4D Posts: 5,249

    I guess I need to include this topic in my mini tutor video also .. as you will find it very handy in your creations

    going to check my e-mail , just returned from business meeting  

    nicstt said:
    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?:)

     

  • nicsttnicstt Posts: 11,715
    edited April 2016
    MEC4D said:

    I guess I need to include this topic in my mini tutor video also .. as you will find it very handy in your creations

    going to check my e-mail , just returned from business meeting  

    nicstt said:
    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?:)

     

    That would be cool; btw, if you want the blender file, is np.

    A render that is better; I've actually been messing with the lighting, only adjustment to shaders is adding a couple of textures.

    This was before I realised the Omega text on the inside of the box was not showing. :)

    WIP_Watch.jpg
    1273 x 1800 - 1M
    Post edited by nicstt on
  • MEC4DMEC4D Posts: 5,249

    nice work on that ! you  will see how difference it make with my new micro surfaces on this kind of metal surface .. game changer ..   the box seems perfect inside and out  with the materials , the logo inside would make it complete .. and actually why there is IIII and not IV ?  for 4  is that how they make it or it was your idea , never saw it like that before 

    nicstt said:
    MEC4D said:

    I guess I need to include this topic in my mini tutor video also .. as you will find it very handy in your creations

    going to check my e-mail , just returned from business meeting  

    nicstt said:
    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?:)

     

    That would be cool; btw, if you want the blender file, is np.

    A render that is better; I've actually been messing with the lighting, only adjustment to shaders is adding a couple of textures.

    This was before I realised the Omega text on the inside of the box was not showing. :)

     

  • nicsttnicstt Posts: 11,715
    MEC4D said:

    nice work on that ! you  will see how difference it make with my new micro surfaces on this kind of metal surface .. game changer ..   the box seems perfect inside and out  with the materials , the logo inside would make it complete .. and actually why there is IIII and not IV ?  for 4  is that how they make it or it was your idea , never saw it like that before 

    nicstt said:
    MEC4D said:

    I guess I need to include this topic in my mini tutor video also .. as you will find it very handy in your creations

    going to check my e-mail , just returned from business meeting  

    nicstt said:
    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?:)

     

    That would be cool; btw, if you want the blender file, is np.

    A render that is better; I've actually been messing with the lighting, only adjustment to shaders is adding a couple of textures.

    This was before I realised the Omega text on the inside of the box was not showing. :)

     

    I own the watch, which was handy for references. :)

    IIII was the old way of doing 4, then changed to iv; why Omega went with that I've no idea, maybe they always have done? No idea now, how long the company has been going. (A bit of trivia, grandfather clocks have IIII or IV; the older ones tend to be IV, as more recent ones were trying to be made to look older; so I understand.)

  • Oso3DOso3D Posts: 15,011

    My first vol2 render!

    Jacket and the wasp.

     

    Shoulder buddy.png
    1080 x 1080 - 1M
  • MEC4DMEC4D Posts: 5,249

    Back in Europe school they teach us the Roman numbers and the 4 was IV that why I was  wondering , but then I checked the ancient Romans cloock and indeed I saw the IIII 

    nicstt said:
    MEC4D said:

    nice work on that ! you  will see how difference it make with my new micro surfaces on this kind of metal surface .. game changer ..   the box seems perfect inside and out  with the materials , the logo inside would make it complete .. and actually why there is IIII and not IV ?  for 4  is that how they make it or it was your idea , never saw it like that before 

    nicstt said:
    MEC4D said:

    I guess I need to include this topic in my mini tutor video also .. as you will find it very handy in your creations

    going to check my e-mail , just returned from business meeting  

    nicstt said:
    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?:)

     

    That would be cool; btw, if you want the blender file, is np.

    A render that is better; I've actually been messing with the lighting, only adjustment to shaders is adding a couple of textures.

    This was before I realised the Omega text on the inside of the box was not showing. :)

     

    I own the watch, which was handy for references. :)

    IIII was the old way of doing 4, then changed to iv; why Omega went with that I've no idea, maybe they always have done? No idea now, how long the company has been going. (A bit of trivia, grandfather clocks have IIII or IV; the older ones tend to be IV, as more recent ones were trying to be made to look older; so I understand.)

     

  • MEC4DMEC4D Posts: 5,249

    I love the wasp , very nice  material choice , you should render the wasp on her own in in close up spot  , the back light bring nice up the surface  reflections too

    My first vol2 render!

    Jacket and the wasp.

     

     

  • HavosHavos Posts: 5,362

    If you check the wikipedia page for "Roman Numerals", under the section "Modern Usage" it states the following as one of its bullet points:

    • Hour marks on timepieces. In this context, 4 is usually written IIII.
  • nicsttnicstt Posts: 11,715
    MEC4D said:

    I love the wasp , very nice  material choice , you should render the wasp on her own in in close up spot  , the back light bring nice up the surface  reflections too

    My first vol2 render!

    Jacket and the wasp.

     

     

    Agree, love the wasp. I have a mechanical fly, part way done somewhere; guess i could track it down.

  • lucidghostlucidghost Posts: 73
    edited April 2016

    Loving these shaders, Cath! Here's my first render with them on the mech vehicle in the background, the rifle, pants, belt, ammo, and a few other places I'm sure:

     

    Post edited by lucidghost on
  • Oso3DOso3D Posts: 15,011

    Yeah, the funny thing about the wasp wings is that the original material had a hex pattern and it turned out sapphire worked just fine as is.

     

  • nicsttnicstt Posts: 11,715

    Ok, tweaked some and corrected an error on the model. I really like these shaders.

    I need to practice more with them though. :)

    Omega.JPG
    1273 x 1800 - 558K
  • nicsttnicstt Posts: 11,715

    Yeah, the funny thing about the wasp wings is that the original material had a hex pattern and it turned out sapphire worked just fine as is.

     

    Happy accidents are always welcome.

  • Oso3DOso3D Posts: 15,011

    A bit of happy accident and a bit of kitbashing -- the material had a hex pattern and was glass, looking through the materials and the sapphire looked similar, applied it thinking 'maybe I'll have to apply the map' and it worked with just a tiling change.

    The eyes were more of a happy accident, because I had thought I might have to change scale (it started as unobtanium with some changes to top coat color) but it ended up looking different, but really nifty. So hey.

    (I've been working all morning on a bigger render of the wasp -- I've had to redo the render a billion times because of countless 'no, that's not right' iterations grr)

     

  • MEC4DMEC4D Posts: 5,249

    Great job on the render , the mech looks very cool too ! thanks for sharing 

    Loving these shaders, Cath! Here's my first render with them on the mech vehicle in the background, the rifle, pants, belt, ammo, and a few other places I'm sure:

     

     

  • nonesuch00nonesuch00 Posts: 18,131
    nicstt said:

    Ok, tweaked some and corrected an error on the model. I really like these shaders.

    I need to practice more with them though. :)

    I have a Rado watch that is designed very similar but in Arabic numerals and all inside the watch face crystal. I have worn and beat that thing such that I busted one band and the second one now is really scuffed but the watch face is spotless as the day I bought it. i think I read they make those watch face crystals from artificial sapphire.

  • nonesuch00nonesuch00 Posts: 18,131

    Oh, I don't need to be encouraged to buy mechnical 3D model insects but I look forward to the bigger render. I already have a few in my wish list.

  • nicsttnicstt Posts: 11,715

    Yeh its lasting well, touch wood.:) Face still spotless. I'm wondering if it heals tiny scratches; I mean I'm careful, but even so.

     

  • Oso3DOso3D Posts: 15,011

    It's a great example of older content looking cool -- the robowasp came out in 2005, but it looks great still, and it tolerates subd.

    (Some older models turn to abstract art when subdivided, so annoying)

     

  • Oso3DOso3D Posts: 15,011

    Originally I was going to shrink this down to hide some pixelations, but I couldn't bear to shrink away details. ;)

    http://willbear.deviantart.com/art/MechWasp2-601808713

     

  • nonesuch00nonesuch00 Posts: 18,131

    Originally I was going to shrink this down to hide some pixelations, but I couldn't bear to shrink away details. ;)

    http://willbear.deviantart.com/art/MechWasp2-601808713

     

    Looks really good. I got swarmed by a nest of yellow jackets last year mowing. They live in nests they build in the ground. The dog must of got swarmed too because next time I visited the dog had dug the nest out and got rid of them.

  • Oso3DOso3D Posts: 15,011

    Yeah, I hate yellowjackets. When I was a kid my brother turned a rock over in the garden that apparently had a nest under it, I got a few of them stuck in the cuffs of my jeans stinging me over and over. And ~10 years ago there was a season where they were nesting EVERYWHERE and I got stung mowing.

     

  • Oso3DOso3D Posts: 15,011

    I was idly poking at shaders and wondering how easily they could be converted over to 3DL again. Short answer, 'not easily.'

    On the flip side, though, all the cool normals and so on provide nice stuff to play with in 3DL, too.

     

  • SorelSorel Posts: 1,395

    So I had a feeling I'd run into a snag with the volumetric shaders.  Not exactly sure how to transfer the values over to octane. Some things are named differently too so not sure which of those things should be what in octane.

  • Oso3DOso3D Posts: 15,011

    Yeah, that sounds tricky. Volumetrics tend to be REALLY engine related.

    I've just about given up trying to do anything like Iray in 3DL in that vein -- none of the stuff works the way it looks like it should (SSS just stops working in so many things)

     

  • Oso3DOso3D Posts: 15,011

    So here's my experiment. It came out decently, but I pretty much ended up having to fiddly with values until I got something similar, rather than 'converting' in any sensible way.

    The first is in Iray, the second is in 3DL. The wonderful dusty look to Mec4d's Gallium doesn't really translate, though that might be a lack on my part.

     

    Gallium Iray.png
    1080 x 1080 - 2M
    Gallium 3DL.png
    1080 x 1080 - 2M
  • SorelSorel Posts: 1,395

    yeah this is where I'm at with blood right now lol >_>

    blood_test.png
    720 x 480 - 343K
  • MEC4DMEC4D Posts: 5,249

    Use your skin shader In Octane and reduce the volume  dimension / scale so more light will pass , right now is too dense but almost there

    Octane have different scale of model so also different volume level than DS 

    Sorel said:

    yeah this is where I'm at with blood right now lol >_>

     

  • MEC4DMEC4D Posts: 5,249

    You can translate easy most of the base metals  even rusted steel or aged bronze .. but you can't use specular channels , use only reflection section for metals and close any specular , also fresnel will not working as there are no control for maps under Uber Surface and you need Uber Environment with some HDR in it for best result , with dust there is problem as reflection don't have option for roughness just blurry without map control so very limited , you can still make a lot of metals without Uber Enviorment but you need to use small Environment  map under Reflection , if you have my Hoplite soldier for G2 you can see how metal was made for 3DL and just replace the maps , also you will have to convert the reflection environment map to black and white . 

    Have fun !

    So here's my experiment. It came out decently, but I pretty much ended up having to fiddly with values until I got something similar, rather than 'converting' in any sensible way.

    The first is in Iray, the second is in 3DL. The wonderful dusty look to Mec4d's Gallium doesn't really translate, though that might be a lack on my part.

     

     

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