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That's an awesome tip Cath. thank you!
Yes, youre right - its "Mini Car Nino"
I´d love to have one in RL - but, living in one City Centre without own carport, I´d have to throw a powercord from 1st floor to charge it ...
foregot to write - I used "Lekkulion" Mat3 in the translucency of the "grey Alien"
Procedural usually means something that is generated from data not a texture (or geometry, in other situations) - the advantage being that a procedural material is scalable without risking loss of quality and has a much smaller memory requirement.
Thank you for the new link and password. I have downloaded and installed them. I reimported the metadata and it seems to be working fine.
As Richard said already ..
Thank you. And thanks for an easy to understand explanation.
Done, 135 iterations on 2:43 hours on an Asus Laptop W10 with an Intel i7, 8gb Ram and only one NVidia card GeForce 740M.
As I said incredible fast shaders to render!
I made the Pier with Vol 2 wood shaders but I am not very satified even though I used the two NormalMaps tip, have to test scaling more, so I am already saving for vol 4 (Nice woods one, right?) Metals are Brass Shell. To use vol 2 tiles for the pier roof I made a mask and used it on a geoshell as all the roof and the pinnacle is one shading domain only.
6000x3373 downloadble image here: http://jerife.deviantart.com/art/HMSVictory-from-the-Pier-602296988
Finally had the chance to play a little with these. Not trying to win any prizes for artistic merit with these, but I'm impressed how quickly they render. I maybe should have given the glass a bit more time (this was 95% convergence). I think I'm going to love using these
The spiders are using a variety of metal and plastic shaders. The scene uses from architectural and painted ones, fabrics, plus glass and red wine.
Edit to fix typos.
Wow very impressive.
Very nice done, the wood need to be scaled down not up in your render , try to use horizontal tile value bigger than vertical to get the plank effect , you can also change slightly the diffuse color to give it a varnish effect
the render would be much faster done but it take a lot on the water and I guess displacement , I need to make a sea water shader for waves so you can use higher normal or displacement with less water destruction on the surface , if you use the water from vol.2 you can reduce the SSS amount and set the SSS Directions to higher 0.50 or 0.90 for faster calculation of the iterations
very nice ! I love the cloth very authentic photo feel to it and very cool spiders , also the bricks on the floor cool idea, I think you forgot to set Thin Walled ON as the glass seems not to be volumetric or the wine , looks like thin glass to me , use the Soda Lime glass it is my favorite and of course if your system allow then Caustic but can slow down the process a little
P.S also if you want the cloth to pass the light (Transmit to the other side below ) a little bit simulating thinner cloth then set the Scatter to Scatter and Transmit under Translucent it will allow back scattering of the light on materials below the cloth , great for thin curtains and light clothing like thin cotton or satin
Thanks, I will scale down and alter the ratio.
No displacement, the water is your Fern Lake volumetric water with your Normal, clear tweaked, mounted on a 'Deep water prop' I made, essentially a black box containing the water body mass scaled A LOT on x and z axis and enough in the y one. Here is at Horizontal tiles 10 vertical 30 and some vertical offset. The time is ok considering is only a laptop and you know dinner time in Spain is done with calm
Have not tried yet vol 2 waters but thats on the list, lol
Thanks for your compliment Nicstt but is nothing beside your watch. (I've started learning Blender and know how hard to do was your great Omega)
Here we go, almost completely vol2 shaders (except for emissives, and with a few tweaks here or there)
(click for full image... which is a bit large)
Good tip, I'll have to check out the bloom filter.
That is indeed not from this world ! surreal ! you forgot to add your cool wasps
You can do a lot of nice effects with from glare reflections to atmospheric effects
Aagh! You're right about the glass of course Thanks for the tips - I'll be sure to try them.
I was cooking today in Zbrush Cookware to use for my new shader product Pure Metals
and here is the result , it took me 12 hours from modeling to final render
Click for big resolution
I played with some of the cloth shaders. The one with the woods in the background uses an HDRI from Aversis.
Very nice @barbult even the procedural zebras and t-shirt look cool , all just the way it should be .. sorry no Tips for you you know it all already
I still having fun rendering pans lol
this time for the country lovers , brushed copper, smoked glass lids and a touch of brass
click for higher resolution
LOVE the copper pots and lids. YUMMY
I knew you will , it is out of the box set .. it will be one of my freebies for my end of June celebration .
Yea, so you know I'm a country boy that lived in the big city and hated it! lmao
LOL .. I hate it too but no choice .. and I never lived in the country but I always wanted because I was born to be wild IMAO
That copper version is amazing. Real pans never looked so good.
That's because copper pans suck to clean.
Those look amazing, Cath.
Here you go Cath as promised
The only things not pimped with you shaders ares Stefans Utopia Deck, skin and sandal soles.
Most shaders had scaling adjusted to 1x1 as I used my own normal maps. Some had scaling up to 50x50 like the beads on the hair...I used the Palm trunk shader with the normal strength turned down..
Thank you, my favorite too so far
I know they do I had couple of them back in Europe then decided to spray it with anti oxidation layer and keept as kitchen decoration
Thanks !
Thanks for sharing Pete, I see the tank shader on his armor the scale did create fading effect and clever usage of the palm shader, I TRIED it also on the fibers as it looks like hair under electronic microscope with the cuticles