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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
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
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. :)
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
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.)
My first vol2 render!
Jacket and the wasp.
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
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
If you check the wikipedia page for "Roman Numerals", under the section "Modern Usage" it states the following as one of its bullet points:
Agree, love the wasp. I have a mechanical fly, part way done somewhere; guess i could track it down.
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:
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.
Ok, tweaked some and corrected an error on the model. I really like these shaders.
I need to practice more with them though. :)
Happy accidents are always welcome.
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)
Great job on the render , the mech looks very cool too ! thanks for sharing
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.
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.
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.
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)
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.
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.
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.
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.
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)
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.
yeah this is where I'm at with blood right now lol >_>
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
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 !