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

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Comments

  • MEC4DMEC4D Posts: 5,249

    Looking good Will especially when you zoom in the image for details 

    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

     

     

  • SorelSorel Posts: 1,395
    MEC4D said:

    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 >_>

     

    I'll try that and see what I get.  Also I take it you explored my shader? :D

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    Yes I did but was not what I expected , especially the blue tones did nothing at all , it may work with textures but without no effect whatsoever ended with Blue Avatar lol  plus there are 2 layers in Octane and in DS just one for SSS , so I went back and did everything from scratch again and finally love the result and got the reddish fall off on the shadows what I was looking for .

    Still not using any color textures not even color in Translucency the magic of Iray physical skin  , it even react with clothing , on touch and squishing or object inserted under the skin or in the skin like knife 

    M7 with HD morph .. still no textures and early work in progress but the base is what I wanted before move to next step what are more define reflection and micro surfaces, the way it is now is good already for toon characters making them soft and defused on the edges 

     

    Sorel said:
    MEC4D said:

    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 >_>

     

    I'll try that and see what I get.  Also I take it you explored my shader? :D

     

    m7-head sun sky-soft satin.jpg
    848 x 1200 - 225K
    m7-head lamp+HDRI-shadow.jpg
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    Post edited by MEC4D on
  • MEC4DMEC4D Posts: 5,249

    Here my early test just with texture-less shader on head and below the neck base Gen2 with textures 

    for the second image I plug in the bump maps but it was out of proportions on the nose so have to make new one plus thickness control maps to define the bones under the skin and other stuff 

    leevs-shader2.jpg
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    leevs-shader3.jpg
    640 x 906 - 367K
  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    meet my virtual assistant for beta testing my skin shaders , this one is blend between color texture and shader

    backdrop from primitives and vol2 shaders

    jhonson4.jpg
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    jhonson1.jpg
    566 x 800 - 393K
    jhonson5.jpg
    566 x 800 - 325K
    Post edited by MEC4D on
  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    One more  before serious work lol

    jack-into-hulk.jpg
    1422 x 1002 - 760K
    Post edited by MEC4D on
  • nonesuch00nonesuch00 Posts: 18,131
    MEC4D said:

    Here my early test just with texture-less shader on head and below the neck base Gen2 with textures 

    for the second image I plug in the bump maps but it was out of proportions on the nose so have to make new one plus thickness control maps to define the bones under the skin and other stuff 

    All of these are looking good.

  • RAMWolffRAMWolff Posts: 10,212

    JUST WOW Cath.  WOW!  surprise

  • SorelSorel Posts: 1,395
    MEC4D said:

    Yes I did but was not what I expected , especially the blue tones did nothing at all , it may work with textures but without no effect whatsoever ended with Blue Avatar lol  plus there are 2 layers in Octane and in DS just one for SSS , so I went back and did everything from scratch again and finally love the result and got the reddish fall off on the shadows what I was looking for .

    Still not using any color textures not even color in Translucency the magic of Iray physical skin  , it even react with clothing , on touch and squishing or object inserted under the skin or in the skin like knife 

    M7 with HD morph .. still no textures and early work in progress but the base is what I wanted before move to next step what are more define reflection and micro surfaces, the way it is now is good already for toon characters making them soft and defused on the edges 

     

    Sorel said:
    MEC4D said:

    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 >_>

     

    I'll try that and see what I get.  Also I take it you explored my shader? :D

     

    Yeah octane sss does seem quite different from irays. I know the guy who made the original shader used the 2 sss layers to simulate the top and inside of the skin.  Your skin looks really great though, I think I might mess around with my forumla today.  Do you by chance have any tips you can share with me? 

  • greymouser69greymouser69 Posts: 501
    edited April 2016

    Ok folks, I created a thread over in Daz Studio Discussion to discuss & collect information about using all of Cath's amazing shaders so we will have a central place to collect all of the various tips/tricks/tutorials on any of her shader packs instead of having to search through numerous different threads.

    I hope everyone will join me there so we can get everything in one place to make it easier on everyone.  http://www.daz3d.com/forums/discussion/79236/thread-to-discuss-collect-tips-tricks-tutorials-etc-for-mec4d-s-pbs-shaders-all-volumes

    Post edited by greymouser69 on
  • NathNath Posts: 2,804

    Ok folks, I created a thread over in Daz Studio Discussion to discuss & collect information about using all of Cath's amazing shaders so we will have a central place to collect all of the various tips/tricks/tutorials on any of her shader packs instead of having to search through numerous different threads.

    I hope everyone will join me there so we can get everything in one place to make it easier on everyone.  http://www.daz3d.com/forums/discussion/79236/thread-to-discuss-collect-tips-tricks-tutorials-etc-for-mec4d-s-pbs-shaders-all-volumes

    Great idea, and subscribed. Thanks for setting up the forum!

  • MEC4DMEC4D Posts: 5,249

    Great idea you welcome to copy any of my post from before if interesting , I will post the videos I prepare also there for easy find  

    Ok folks, I created a thread over in Daz Studio Discussion to discuss & collect information about using all of Cath's amazing shaders so we will have a central place to collect all of the various tips/tricks/tutorials on any of her shader packs instead of having to search through numerous different threads.

    I hope everyone will join me there so we can get everything in one place to make it easier on everyone.  http://www.daz3d.com/forums/discussion/79236/thread-to-discuss-collect-tips-tricks-tutorials-etc-for-mec4d-s-pbs-shaders-all-volumes

     

  • MEC4DMEC4D Posts: 5,249

    well with textures there is not much new tips that can help you vet better effect you got already, however what I always missing in your render is the little shine gloss that give so much realism to the skin , you should working more on that the most maps included for specular the dark one are the one you should use for the extra micro gloss other the skin is little too soft  try with the gloss you should get some kind like almost glitter 

    Sorel said:
    MEC4D said:

    Yes I did but was not what I expected , especially the blue tones did nothing at all , it may work with textures but without no effect whatsoever ended with Blue Avatar lol  plus there are 2 layers in Octane and in DS just one for SSS , so I went back and did everything from scratch again and finally love the result and got the reddish fall off on the shadows what I was looking for .

    Still not using any color textures not even color in Translucency the magic of Iray physical skin  , it even react with clothing , on touch and squishing or object inserted under the skin or in the skin like knife 

    M7 with HD morph .. still no textures and early work in progress but the base is what I wanted before move to next step what are more define reflection and micro surfaces, the way it is now is good already for toon characters making them soft and defused on the edges 

     

    Sorel said:
    MEC4D said:

    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 >_>

     

    I'll try that and see what I get.  Also I take it you explored my shader? :D

     

    Yeah octane sss does seem quite different from irays. I know the guy who made the original shader used the 2 sss layers to simulate the top and inside of the skin.  Your skin looks really great though, I think I might mess around with my forumla today.  Do you by chance have any tips you can share with me? 

     

  • Oso3DOso3D Posts: 15,011

    Again, just for giggles, trying gallium in 3DL. Got closer, because UberSurface DOES have a fresnel option to play with. In this case I balanced glossy/specular (which as roughness) with reflection/fresnel (which doesn't).

    If I could tile bump maps independently from the other textures, I could easily fake roughness just with static tiled a lot, but, well, can't with the shaders that work well. Ah well.

     

    Galliumish.png
    800 x 800 - 1018K
  • MEC4DMEC4D Posts: 5,249

    I never said it don't have , just not working with reflection as there is just blur for roughness without input of map to control it  

    Again, just for giggles, trying gallium in 3DL. Got closer, because UberSurface DOES have a fresnel option to play with. In this case I balanced glossy/specular (which as roughness) with reflection/fresnel (which doesn't).

    If I could tile bump maps independently from the other textures, I could easily fake roughness just with static tiled a lot, but, well, can't with the shaders that work well. Ah well.

     

     

  • MEC4DMEC4D Posts: 5,249

    My barbarian skins lurking for next target lol   no color skin maps just 3 layers of skin epidermis top, fat layer middle and dermis for blood, hair created with Zbrush , rendered on backdrop 

    The Next.jpg
    1920 x 720 - 1M
  • FusionLAFusionLA Posts: 249
    MEC4D said:

    meet my virtual assistant for beta testing my skin shaders , this one is blend between color texture and shader

    backdrop from primitives and vol2 shaders

    This is going to be a game changer for skin quality sold here...
    The new Mei Lin 7 skin is very nice, but this is looking super impressive already!

  • RAMWolffRAMWolff Posts: 10,212

    Will the skin be set up as a merchant resource or only for personal use?  It looks AMAZBALLS HONEY!  surprise

  • nonesuch00nonesuch00 Posts: 18,131

    OK, I've done my first renders using the vol 2 shaders and have a feature request.

    I've used your vol 2 PBR to replace some of the textures & PBR setting in the surfaces tab for the 2 pictures I've attached. The problem I had in doing this is for example on the light blue jeans texture at 1x1 orginal size I have no ideal how that scales to the jeans texture on the Iconic Pants belonging to Guy 7. I simple chose scale up 45x but that was too much, but had I know what the 2x1 original size of the light blue jeans texture was so I could scale that texture a custom size (eg if each 1x1 original size light blue jean texture is actually 2cm x 2cm swatch of ble jeans then I would need to convert the figure out the actual size of the DAZ Iconic Pants in cm and scale up the blue jeans texture by a factor of 2 right?) and also probably I would need to rotate the texture by angle phi before applying, I'm not sure.

    Sorry about the Girl 7 dress. It's a dress called 30edayddresss. It was made for V4 but I haven't bought the needed V4 to G2F SW yet. I think I'd cloth G2F in it & save as a Clothing Preset & then use that preset to cloth G3F.

    I really like the way the satin and the PBR shaders I used for vol 2 turned out for the most part - it's mostly not knowing what scale I need to choose for them.

    Girl 7 and MEC4D PBR Shaders.png
    1114 x 891 - 1M
    Guy 7 and MEC4D PBR Shaders.png
    1114 x 891 - 1M
  • MEC4DMEC4D Posts: 5,249

    Thanks ! 

    FusionLA said:
    MEC4D said:

    meet my virtual assistant for beta testing my skin shaders , this one is blend between color texture and shader

    backdrop from primitives and vol2 shaders

    This is going to be a game changer for skin quality sold here...
    The new Mei Lin 7 skin is very nice, but this is looking super impressive already!t

    I don't know yet Richard as it is still work in progress and there is not easy forkflow to recreate it unless people have good skills and know what to do with it or it is not going to work , and plug in old textures will  not work as you need to recretate the 3 layers that final texture is made of , the shader generate the final skin , I still lookinng for easier way to use the old textures in but there is not much of them around that will works .. this is very sensitive to any changes , one wrong value or map and everythinng turning into nothing , I need to work more with and find the best and easy workflow first so give me some time as many tests are ahead of me

    RAMWolff said:

    Will the skin be set up as a merchant resource or only for personal use?  It looks AMAZBALLS HONEY!  surprise

    Well, it does not work this way , each UV;s are different in scale and I mean the placement of the UVs islands , one are vertical other horizontal other in the side so usning massuments will not work , you need to use your good eye to scale it proper , scale 40 is huge , but start from 0.5 and go up , see the scale on close up for better references so you can see the details and judge on your own if it looking right , you can use texture checker with black and white squares to see how the UVs are as reference , but whatbI do is starting from the lower scale 0.5 and move slowlly up to find the right pattern size , I am preparing my videos about it too so you can see it soon in action , you can also rotate the map inside DS with Layered Image Editor under surface tab

    OK, I've done my first renders using the vol 2 shaders and have a feature request.

    I've used your vol 2 PBR to replace some of the textures & PBR setting in the surfaces tab for the 2 pictures I've attached. The problem I had in doing this is for example on the light blue jeans texture at 1x1 orginal size I have no ideal how that scales to the jeans texture on the Iconic Pants belonging to Guy 7. I simple chose scale up 45x but that was too much, but had I know what the 2x1 original size of the light blue jeans texture was so I could scale that texture a custom size (eg if each 1x1 original size light blue jean texture is actually 2cm x 2cm swatch of ble jeans then I would need to convert the figure out the actual size of the DAZ Iconic Pants in cm and scale up the blue jeans texture by a factor of 2 right?) and also probably I would need to rotate the texture by angle phi before applying, I'm not sure.

    Sorry about the Girl 7 dress. It's a dress called 30edayddresss. It was made for V4 but I haven't bought the needed V4 to G2F SW yet. I think I'd cloth G2F in it & save as a Clothing Preset & then use that preset to cloth G3F.

    I really like the way the satin and the PBR shaders I used for vol 2 turned out for the most part - it's mostly not knowing what scale I need to choose for them.

     

  • NathNath Posts: 2,804
    edited April 2016

    Experimenting with re-texturing old stuff. David 5 wearing a retextured version of the Casual 1950 outfit (and a G3 hairstyle). Vol.2 shaders on the wall and the clothing.


    Post edited by Nath on
  • MEC4DMEC4D Posts: 5,249

    Cool thanks for sharing

    he reminds me of a guy I know from the 90's LOL

    Nath said:

    Experimenting with re-texturing old stuff. David 5 wearing a retextured version of the Casual 1950 outfit (and a G3 hairstyle). Vol.2 shaders on the wall and the clothing.


     

     

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    OK so here are my version of Nicstt watch we talked before I render for my upcoming vol.3 Pure Metals MR promo 

    Red leather from vol.2

    Flint Glass vol.2

    Satin from vol.2 edited to white with smudged reflections from micro surface from vol.3

    18K Gold , 18K Gold Foil and Steel from Vol.3 with Micro Surfaces smart layer from vol.3

    Floor are Bronze with micro surface smart ,layer vol.3

    Iray render with my physical camera I build to resemble Methal Ray camera effect with DOF [ for that reason chromatic aberrations and other distortions ] 

    click the small thumb for full version 

     

    TEST PROMO - fix for now.jpg
    1920 x 1080 - 2M
    Post edited by Chohole on
  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    Here one more close up

    click the small thumb for full version 

    mec4d_pbs_pure_metals_merchant_resoure_for_iray_daz3d_promo_00.jpg
    1920 x 1080 - 794K
    Post edited by Chohole on
  • nonesuch00nonesuch00 Posts: 18,131
    MEC4D said:

     

    Well, it does not work this way , each UV;s are different in scale and I mean the placement of the UVs islands , one are vertical other horizontal other in the side so usning massuments will not work , you need to use your good eye to scale it proper , scale 40 is huge , but start from 0.5 and go up , see the scale on close up for better references so you can see the details and judge on your own if it looking right , you can use texture checker with black and white squares to see how the UVs are as reference , but whatbI do is starting from the lower scale 0.5 and move slowlly up to find the right pattern size , I am preparing my videos about it too so you can see it soon in action , you can also rotate the map inside DS with Layered Image Editor under surface tab

    OK, I've done my first renders using the vol 2 shaders and have a feature request.

    I've used your vol 2 PBR to replace some of the textures & PBR setting in the surfaces tab for the 2 pictures I've attached. The problem I had in doing this is for example on the light blue jeans texture at 1x1 orginal size I have no ideal how that scales to the jeans texture on the Iconic Pants belonging to Guy 7. I simple chose scale up 45x but that was too much, but had I know what the 2x1 original size of the light blue jeans texture was so I could scale that texture a custom size (eg if each 1x1 original size light blue jean texture is actually 2cm x 2cm swatch of ble jeans then I would need to convert the figure out the actual size of the DAZ Iconic Pants in cm and scale up the blue jeans texture by a factor of 2 right?) and also probably I would need to rotate the texture by angle phi before applying, I'm not sure.

    Sorry about the Girl 7 dress. It's a dress called 30edayddresss. It was made for V4 but I haven't bought the needed V4 to G2F SW yet. I think I'd cloth G2F in it & save as a Clothing Preset & then use that preset to cloth G3F.

    I really like the way the satin and the PBR shaders I used for vol 2 turned out for the most part - it's mostly not knowing what scale I need to choose for them.

     

    I don't understand your statement? 'Well, it does not work this way'...

    The tiles you created do have a size and so can be scaled. I asked if they perhaps have a scale of 1cm x 1cm?

    So it would be nice for example for your PBR vol 2 set if one knew what that scale was for each swatch. Like PBR itself, very mundane, repeatable, and scientific:

    Cotton Blue Clean.duf be named Cotton Blue Clean 1cm x 1cm.duf or for whatever scale that swatch is a reference of.

    Burlap grap.duf be named Burlap grap.duf 2 cm x 2 cm.duf or for whatever scale that swtch is a reference of.

    There is nothing artistic about that, simple facts to make the correct decisions when using the product so I needn't rely on guess work or my eye and multiple spot renders on a very marginal old laptop. It's not a lot to ask.

    I can't find the documentation or readme for your product either. I looked in the normal places like Readme's (well normal for DAZ that is) and in the vol 2 folder of your shaders but found no documentation with the string mec4d. I also searched for the string mec4d and didn't find any documentation. I will search again, maybe I missed it.

  • CathyMCathyM Posts: 261

    These shaders look amazing smiley  The second promo of the watch in the close-up is playing a strange trick on my mind, everytime I look at it I subconsciously wait for the second-hand to move and then have to remember...  Thank you for all the work you put into these creations, we Daz Studio users are so blessed to have you!  -Cathy

  • nicsttnicstt Posts: 11,715
    CathyM said:

    These shaders look amazing smiley  The second promo of the watch in the close-up is playing a strange trick on my mind, everytime I look at it I subconsciously wait for the second-hand to move and then have to remember...  Thank you for all the work you put into these creations, we Daz Studio users are so blessed to have you!  -Cathy

    Yeh, it is uncanny what Cath did with my model. Simply amazing.

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    You asking for something that does not compute , textures are not into scaling measurements it is not a 3D model , you can't use measurements since each UV's layout is different , so if this is a genesis body texture or underwear texture it is all the same  there are not cm to apply , all you have is scaling and nothing else , you select your model material, apply the shader and scale it up or down to match the surface visually , that how we all do and not based on cm , it is not a modeling , I can give you 1m by 1m texture and it will be 1mm on a human nail , all depends of the UV's layout of your model and each time it will be different . If that was the way of doing stuff I will be doing it but it is not as the pants UVs are not measured in cm .

    Everyone that texture sets need to use [ eyes] to match the proportions to the model UV's not the model itself .

    No matter texture or photo, object can appear bigger or smaller if there are no references to see the  scale so zoom in the model with pants and tile the textures up or down to the moment you see the pleasant result , you know what looks ok so trust your intuition and eyes, that is how you work with texturing objects , once you do it a lot you will know it just by looking at this but for that you need more practice so don;t give up , I will not tell you anything else in read me or probably less so first hand support is much better as it is personal to each case . I wish I could sell my practice skills with it for easier workflow 

    MEC4D said:

     

    Well, it does not work this way , each UV;s are different in scale and I mean the placement of the UVs islands , one are vertical other horizontal other in the side so usning massuments will not work , you need to use your good eye to scale it proper , scale 40 is huge , but start from 0.5 and go up , see the scale on close up for better references so you can see the details and judge on your own if it looking right , you can use texture checker with black and white squares to see how the UVs are as reference , but whatbI do is starting from the lower scale 0.5 and move slowlly up to find the right pattern size , I am preparing my videos about it too so you can see it soon in action , you can also rotate the map inside DS with Layered Image Editor under surface tab

    OK, I've done my first renders using the vol 2 shaders and have a feature request.

    I've used your vol 2 PBR to replace some of the textures & PBR setting in the surfaces tab for the 2 pictures I've attached. The problem I had in doing this is for example on the light blue jeans texture at 1x1 orginal size I have no ideal how that scales to the jeans texture on the Iconic Pants belonging to Guy 7. I simple chose scale up 45x but that was too much, but had I know what the 2x1 original size of the light blue jeans texture was so I could scale that texture a custom size (eg if each 1x1 original size light blue jean texture is actually 2cm x 2cm swatch of ble jeans then I would need to convert the figure out the actual size of the DAZ Iconic Pants in cm and scale up the blue jeans texture by a factor of 2 right?) and also probably I would need to rotate the texture by angle phi before applying, I'm not sure.

    Sorry about the Girl 7 dress. It's a dress called 30edayddresss. It was made for V4 but I haven't bought the needed V4 to G2F SW yet. I think I'd cloth G2F in it & save as a Clothing Preset & then use that preset to cloth G3F.

    I really like the way the satin and the PBR shaders I used for vol 2 turned out for the most part - it's mostly not knowing what scale I need to choose for them.

     

    I don't understand your statement? 'Well, it does not work this way'...

    The tiles you created do have a size and so can be scaled. I asked if they perhaps have a scale of 1cm x 1cm?

    So it would be nice for example for your PBR vol 2 set if one knew what that scale was for each swatch. Like PBR itself, very mundane, repeatable, and scientific:

    Cotton Blue Clean.duf be named Cotton Blue Clean 1cm x 1cm.duf or for whatever scale that swatch is a reference of.

    Burlap grap.duf be named Burlap grap.duf 2 cm x 2 cm.duf or for whatever scale that swtch is a reference of.

    There is nothing artistic about that, simple facts to make the correct decisions when using the product so I needn't rely on guess work or my eye and multiple spot renders on a very marginal old laptop. It's not a lot to ask.

    I can't find the documentation or readme for your product either. I looked in the normal places like Readme's (well normal for DAZ that is) and in the vol 2 folder of your shaders but found no documentation with the string mec4d. I also searched for the string mec4d and didn't find any documentation. I will search again, maybe I missed it.

     

    Post edited by MEC4D on
  • MEC4DMEC4D Posts: 5,249

    Thank you Cathy , I am blessed to have so wonderful supporters like yourself that inspire me for better heart and Nicstt with his hard edge modeling watch is a real cake bellow my icing and a great collaboration project

    Hugs 

    Cath

    CathyM said:

    These shaders look amazing smiley  The second promo of the watch in the close-up is playing a strange trick on my mind, everytime I look at it I subconsciously wait for the second-hand to move and then have to remember...  Thank you for all the work you put into these creations, we Daz Studio users are so blessed to have you!  -Cathy

     

  • MEC4DMEC4D Posts: 5,249

    You welcome mate ! not possible without you 

    nicstt said:
    CathyM said:

    These shaders look amazing smiley  The second promo of the watch in the close-up is playing a strange trick on my mind, everytime I look at it I subconsciously wait for the second-hand to move and then have to remember...  Thank you for all the work you put into these creations, we Daz Studio users are so blessed to have you!  -Cathy

    Yeh, it is uncanny what Cath did with my model. Simply amazing.

     

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