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My pleasure Cath. I have to say the way you make them makes them very versatile. Thank you for everything
Before I went to get some sleep yesterday I run one more render , this time the pans set belong to Jon Snow , unfortunately abandoned for knowing well reason
I used fibers for grass , frozen volumetric snow for the floor plane ( double ) and the rest of metal like Stained & Dusty Iron and Rusted steel from vol.3 Pure Metals
Thank you! and you more than Welcome Pete !
Way to leave good cookware laying around Jon...
LOL Sorel ;)
here is my last render with the pans , I build the scene with DS primitives , modeled boiling water in Zbrush on top drink water shader from vol.2 , on metals Aluminum with Circular brushed micro surface layer and for the rest Scratched Steel from vol.3 Pure Metals , on the lids used Fake Crystal from vol.2 and on the back wall just normal from the Fake Crystal plug into Top Coat of the Steel shader .
Touch up with steam from Ron's brushes for PS on alpha plane
broccoli models from i13 set edited for iray
This one almost look too elegant to me. i'd put thme on a shelf as decoration afraid to use them lol.
Cath what is Plastic Tin and Tick paint?
Fast question, long explanation. Have both shader products and use frequently.
Problem, just purchased another fantastic product called Render Studio.
Render Studio makes use of something called "mesh lights" which creatively light the whole scene.
They are not, however, lights in the strictest sense. you do not adjust intensity, you adjust luminance.
In any scene that I create, and the total so far is about 5, using your shaders do not appear to work.
In the surfaces tab, the item the shader is applied to appears ok except the basic diffuse color is always black.
The renders show a black somewhat shiny material. I reset the material before applying
If I apply a subsurface to the item and use a shader from another source, appears to work.
Question: to your knowledge is there anything in the nature of the PBS shaders that would conflict with a "mesh light"
Is there anything in the settings that would correct this?
Sorry to bother about something that appears to be a freakish isolated incident, but would really like to be
able to use both together.
Thank you for your time.
Szark - I just assumed Plastic Tin meant plastic coated tin, but I Googled Tick paint and it came back with 'Did you mean Thick paint?', so maybe it's a typo. I'm absolutely loving these shaders and can't imagine how I ever managed an iRay render without them.
Pete, OMG blush .. Thick Paint and Thin Plastic , I ate the H but as Astracada said there is well a Tin coating to make the material harder based on Titanium but that was not the case
I did not even saw it until now hahahaha and nobody else during testing,
just rename it right mouse over the material and choice Rename , it is easier than download 500 GB just for 2 letters
and sorry for the Tick Paint
and for Tin plastic
but that is not ..
Shame. I was counting on that next time I had a tick to paint! :)
This mean that the Render studio mesh does not produce enough energy for PBR rendering , I am against setups like that , it is not for rendering true PBR shaders , it is compared to Ambient light , there is nothing to reflect on the model surface that why metal looks black , you need proper light designed for PBR so that are not my shaders that conflict with the mesh but the mesh conflict with the shaders.
however to make sure it is not your DS foult or other internal issues or bug , please load the basic HDR in DS or Sky Sun apply material and see if you have fine result , then we go from there
funny LOL
LOL Thanks Cath...I am a good beta tester, just ask Jack. (but I haven't tested anything for ages and it was a while back but I did find things the DAZ3D testers missed. wink wink. :) You can be forgiven due to English not being your native language. I don't have a problem with the typos but I thought I better make you aware.
As for bicc39's issue I agree not enough light, or right light set up. But it could also be down to Tone Mapping if it is an interior. PBS is just that and will work in any light situation if set up correctly
Ok wanna be my official beta tester ? you got what you wish for .
It was just typo and because I am not using regular keyboard but on my wacom monitor it sometimes put funky things when the auto correction switch to other languages that I am using like Dutch or German or Polish and I am not aware of it . It never allow me to write shaders , it always auto correct to shades even if I add the word to the word book . I need to pay more attention , I named the shaders on the same day . I guess the beta testers was assumed I want it this way so not blame them .
I just tested some set like bicc39 described and nope the metals are black , it can be issue with the normals that was not inverted so they render black from inside on the light mesh , but also light emitter is black by diffuse so black will reflect on metal surfaces with little reflection . Physical world need physical accurate setup and sometimes alternatives my not work proper , it is not 3DL that all tricks works regardless . Metals need to reflect the environment to become metals as we know it , if you put shiny metal in space it will have just small point of reflection from the sun and will be black everywhere else
LOL Man how many languages do you speak? Can you add words to the dictionary. I can in MS Word. Looks like Shaders isn't a word as every site I go to that has speel check throws up shaders as an error. :)
Oh definitely inverted normals then. Lucky the Geometry Editor tool in DS can flip them.
Because you don't have enough ideas, I'd love shaders for opals and other weird colorful surfaces (oil spill, etc)
(I've made opals, but only by cheating and using colorful image for translucent color)
I may set something for my June celebration as freebie as right now I am finishing PBR Woods , PBR Eyes , PBR Skins and between also other 3D projects in progress so full day at work .
And I am done with commercial shaders for while
But new ideas akways welcome !
LOL I speak 4 languages English, Dutch German and Polish and I have accent with all of them lol , also can read and write Russian 50% forgot already since not using it for very long time but I was fluent at the age of 11 and learning speaking Spanish on the go now . I learned French in school but did never used it after and totally forgot never stick to me , couple things reminds but not counts at all
I learn very easy languages ( not from books just listen to it ) but if not used I easy forget .
BTW I dream in English , 2 days ago I had a dream when I fall from a Mountain, and an old lady come across and ask me "'Are you alive?" lol then I found myself by the fountain of youth with tree of life in the middle .. crazy dream , I am actually making it in 3D for DS after the dream so you will see it like I saw it
BTW my PBR skin codes are finally broken , it is 100% PBR synthetic final skin result so no photo color textures for the skin , the tattoo turn bluish when blackish ink was inserted into the deep Dermis layer so not on the Albedo textures , also used Displacement as Normal did not the job correctly as physical deformation of the model surface was needed for correct result making it fuzzy and soft .
Now next step is to sculpt the full 3D Model skins and create the right micro displacement maps from that for both G3 .
It is a rocket science but the skin has physical proportions for the first time in DS and Iray the way it always should in first place but still W.I.P as I need first full figure to be complete and it is going to be a lot of work
Thank you for the descriptive attachment. Even I could understand it! The results are so realistic.
Jack
What you are looking at: left to right
A Army Generals Uniform, the object was to use the shaders to make the buttons metal.
The first render test is the regular material with an hdri light.
The second test is the same setup but the buttons have been assigned your shaders.
The third test is the same scene with the mesh lights, the fill is directed straight to the center
The third test is the results I have been getting for a few days no matter what the light setup or no mattter
what the material. I
Thanks Jack , there is more to that but one step at a time ... it is going to be fun
btw one day when you have enough of the skin top surface you can take a submarine and render Genesis from inside out lol
that is how the Dermis looks like from bellow the skin when you run in with the camera .. you see on top the epidermis and little veins
It is going to be texturing from inside out with the all proper layers for freckles , moles , tan .. based on the level of Melanin as it is what it is in real world and not body paint.
The second and the third attachments are tiny, can you upload bigger ones?
The second test don't have the same setup as the first as the uniform is almost black , and I see nothing wrong with the last test , it is just right , it reflect what you have in the scene , and because the scene is empty you have black reflection on the buttons , as you know metals reflect like a mirror and adapt the color of the environment and if you use shiny metal like mirror that is what you get .
I will have to return the honor back to the Render Studio creator as I see nothing wrong here
The first render button are just diffuse so it is different .. and not PBR metal
But if you still don;t want to have anything in the scene you only can do one thing ,
Go under Top Coat under the shader surface of the button and change the glossiness to lower value , or plug in inside the buttons the bump or the normals from your old buttons and everything will be fine . How lower the value of the glossiness under Top Coat how more bright will be the buttons diffusing the light .
I don;t know what volume you use of my shaders , but if vol.1 then use slightly brushed used metal for situations like that or follow my tip above with the glossy , you can always change the gloss it will not affect the PBR
I use polished metals only for mirror or other special materials that need it as polished, but traditional always go for slightly brushes or scratched
Thas what I love about your thread: With every post I learn a lot!
Three daz sphere,same test normal hdri, shader hdri, light from program with shader.
The dismal black one is how all shaders looked in all the scene with many variations of lights, etc.
In the scenes the buttons, for instance were surrounded by the cloth, in this case nothing surrounds the item
Left is hdri shader, center is normal hdri, far right is with two light key and fill
Addendum, did not want to take up time, have developed workarounds, but wanted to save
someone else some time, effort and frustration.
Because of how well these shaders work normally, excellent value, despite quirk.
Would not use the pots and pans illustration with Render Studio,,,,,,just saying
Then you are wrong here since I did not had anything in the scene with the pots , but they use Micro Surfaces ( new stuff ) so render always good even in an empty scene as long you choice the right micro surfaces from the 40 shaders on top .. I think ahead hahaha