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Cath is correct. The distance measurments of mm, cm, etc have a bearing on the actual physical model, but the surface of the model, determined by it's material groups and the UV mapping, is independant of that. For example if you scale up V7 200%, the relationship between physical model's size, distance from camera, environment, and other obects would change because of the change in scale. BUT the materials of the skin would still be the "same size", because of the UV mapping across the various material groups. This is why you would get stretched or repeating textures across the torso if you applyed the head textures to it. It's not based on the physical dimensions of the model. Here's a very basic reference to start delving into the wonderful world of texturing ;-) https://en.wikipedia.org/wiki/UV_mapping
I'm loving your work on skins; Great tattooes so real!
But...
I LOVE those cliffs and the water splashing them... Oh! Wait, "rendered on backdrop" that means they are not 3D?
Wow, incredible realism.
Yea thank you , I did not had anything under hand for the cliffs what is ok .. in production usually people never render everything at once or full scenes just elements in layers . But one day when I have more time I am going to do set in 3D like that for sure , I am working now on a tropical beach set but not Ireland
Thanks Jack ! I rendered 25000 iterations in 19 min .. no single photon (noise ) visible just to see where it goes
No you can use and do use measurements and all the modelers do or the model and textures would not exist to begin with as they are all man-made objects, UVs or not. Matching the model visually is not realiable, not repeatable, and not needed besides your viewport isn't rendering to iRay output anyway you can't even do that. It flies in the face of the entire PBR concept. Also, there are people with visual impairments or smaller monitors with lesser CPUs and GPUs that prefer more reliable methods than being told to eye it visually.
https://www.daz3d.com/measure-metrics-for-daz-studio
So your textures have been created, the lay on the disk saved, and so are measured and so they have a scale.Since the models & UVs change scale relative to the scale you've used we need to know the size of your PBRs swatches to scale them appropriately.
If you haven't measured your swatches fine, there are ways of determining the resolution of the source material and calculating their scale from that but in a product such as this you'd expect a scale for the swatches.
Sorry, where are the readmes & documentation? Thanks.
Just to let you know that tool you linked to is for physical measurements to help scale the model in relation to other objects and get a "real-world" proportion, not for texturing. And to end the back & forth, 1) These are shaders that MEC4D has created, not textures, made to be used on any model regardless of UV & scale, and because of that they have to be adjusted manually to yield the best result for the individual artist. 2) The various types of UV cordinate mapping are independant of the physical distance scale of the model. 3) Every 3D painting software program, PBR based or not doesn't rely on a fixed measure, as each material needs to be scaled visually along with the brushes used to match the scale of painted objects and desired visual effect. Even if you have the measuments of the swatches you still need to scale it based on "real world" visual references as math will not do this justice in DS. The values of the shaders are Physically Based yes, but we can still take much artistic license in how we apply them & on what we apply them, as the muse guides ;-)
Can you use distance measurments to help easily scale textures? Yes, if the texturing was made with a specific model's physical measurments in mind, for example a properly UV mapped 10 x 10 wall (inches feet meters, pick your scale) with bricks 10 across & 5 down. a 2:1 ratio. you can then use math to multiply your scaling to maintain, double, or halve the ratio, or whatever you want. The way you want it to look is still what will drive your desired scaling number. This is why learning basics like UV cordinate space, vertex modeling, etc will only help you as you learn more about the wonderful world of 3D.
Studying cloth shaders now to apply them to sails. The model is HMS Victory, Daz Original and Dreamscape-Creations. I do a render with ALL in scene default shaders translated/converted to iRay.
Nice sails with their stitches visible but with obvious lack of translucency. It is heavy cloth as sails were.
I try Cotton White Clean ; too white too clean. Cotton White Dirt with different scales; Never would the UK’s Royal Navy allow that “White” on a ship. Cotton Yellow Clean could be but I find that Cotton Organic 45x45 could be the correct base.
Wow Cath, I love the speed at which all your shaders render
But what I want is your shader with the original stitches and I try to have them first with the Cotton White Clean.
Sail0 and Sail02 have applied Cotton White Clean default.
I use the image provided by the ship creator: Sail1, Sail3 and Sail2H have their corresponding HMSV_Sail texture both in base colour and Translucency colour. They have also a NormalMap (lousy one as it is made from the image texture and not from XNormal) in the open slot for another height map which in this shader is in the top coat set to 3.
SAILS has your shader and the Normal but not images on Base and Translucency
Procedural cloth is awesome; 025 has nice strips that could fake the stitches and 061 horizontal ones. Love them
Now you're starting to get that canvas look you need.
Nope. SAILS is what is more accurate to what I want following Caths TIP; use another NormalMap on top of provided
Everywhere in each program everyone need to scale manually and have to eyeball shaders to match own models UVs , there is not magic button , if there was one I would make it , Look on the renders of Jerife that used t-shirt clothing on sails , if there was real any measurements you can''t do that , beside volumetric shaders and water that was set already to match the Genesis world scale without tilling , anything else need tiling , it is the same in all shaders people sell and nothing else on the market , you still need to do that manually even if you have the proportions as each UVs are different , like with genesis head and the body , where the head has bigger scale UVs than the body so one centimeter of skin will not apply the same way to each body parts still the model is 6 feet and head need more skin than the body in UV's proportions and that what I am talking about . I hope you understand , as it is not hard to understand , and if you don't then apply one texture to genesis at 1:1 to see the difference , but I am sure you found that already for that reason setting the shader measurements will not help here to do the job faster and eliminating manual adjustment .
Beside metals you can still see a lot of shaders in the viewport , procedural shaders not at all but again it is your equipment you working with not Nvidia fault, you try to make better art with stuff you have and that is what count , I can even rotate Stonemason Lake using CPU in small viewport and my processor is 3 years old . When I testing things out I just scale the viewport very small for the material for fast updates as I don;t want my cards to run all days long and usually select just one card , one year ago I had just GTX 760 not 2 Titans X, and little before that GTX 460 on my laptop and I still rocket Octane , but all you need is patience and worse thing was that Octane need to run all time to do adjustments to the shaders so I was there and feel you on that !
That is nice progress, I like the first render with the burlap or organic cotton as it was indeed not white color
TIP ...How to replace the fabric shader with original textures , Apply the white cotton , then load the original Sails color textures under Base color and under Translucent color and leave everything else as it is and you should have it all perfect you want with the original textures, you can use also the original Sails normal or bump maps no problem it will not affect the result
Good job you are peeking up fast on everything and I can see the results each time ! Well done
Cath, I'd really like to play with these, but the link you sent me expired before I got back from vacation, and Daz has not added the product to my library. Could you please give me a new link where I can download them as prize for participating in the St. Patrick's Day contest?
I was expecting it will expire, going to send you the new password right now
AND WELCOME BACK ! you was missed around !
Did a more detailed scene now. Used mostly metals from volume 2. Ok next one I am definitely going to do a more nature one.
was playing with Daz last night - and ended with this scene.
Added MEC3D´s "alien skin" to the Alien, then I remembered she wrote in this treat about putting the characters original base maps to the translucency color ...
changed all shaders on the car too ..
Wow Sorel! What a great render. Is that Octane?
Blush! Thanks Cath
So here it is; Organic base with original sail textures on Base color and Translucency color, the rest unchanged
Incredible.
How do you get that nice effect that lights up the XII on the watchface?
https://en.wikipedia.org/wiki/Sailcloth
wight help you. Hemp or flax canvas was tradition.
That is nice one I love it ! so much details
That's cute little guy , is that Polish;s new mini car ?
Perfection ! well done ! the fabric now look thick as it should still translucent to a level..
Thanks, it is indeed rendered in Octane. And as Cath said too, those sails look awesome.
Thanks, it was bloom filter in Iray, and since I use my own physical camera and I guess chromatic aberrations kick in by the angle of reflection from the gold creating a flare , I use HDR for the ambient , on side point light behind .spot light
TIP When you change the color on the procedural fabric make sure you not get above 186-187 brightness intensity of the color or it will burn the render .
Thank you Cath, I understand. Hope you can find a working solution. I keep seeing Bake information into maps within Studio. Is this possible and then to save out the maps or just for inside of Studio only?
Iray is unbiased rendering you can't bake textures , it would take forever in a loop and there is not possible for the photons to baunce , but you can bake shaders in 3DL I did often before but they are fuzzy not really quality , I am using it still to bake out my color IDs for materiaks for texturing .and before iray for AO maps . I wish Iray has a bake function especially for procedural shaders that you can export , but I give you a tip, you can still render it on a square plane using top camera but you need to set the glossy and specular off as you don;t need that in your maps nowhere . Load the base material on a square that is on the ground, selectt top camera view, zoom in exactly to match your render dimension and render as big you need .. problem solved for procedural shaders..
Newbie question here, (and yes, after a mere 1.5 years toying with DAZ, I'm still a newbie in so many ways...)
What is the difference between "Fabric" and "Procedural Fabric"?