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This is an unfinished render just to show what Vanadium looks like under Mesh Lighting only and the whole scene is enenclosed 360 degrees.
Cath I made the Tin plactic shader into a Tick plastic shader (sorry couldn't resist) and used one of the metal scratches normal map. That is what I love about this pack, mix and match, sawp things around. I really like how the plastic turned out. I have done this same scene in 3DL, Lux and Blender and now Iray and for me the Iray one beats all. And for someone who doesn't buy shaders anymore I think I will pick up Vol 1 when I get some moeny together.
Well I will say fix your light conditions it is mirroring your light scene setup and nothing wrong with the shader ,you don't cast the light on the objects in PBR you reflecting it as each material is kind of mirror more or less .
Yup, I feel in the Uni again but this time with a subject I love and with the best teacher. Muchas gracias Catharina y enhorabuena por tu trabajo. Esa piel es increible!
As Cath says, you need something in the scene to reflect - as it is you are getting the same effect as if you dumped your sphere (or your General) in inter-galactic space. The HDRI render is reflecting the HDRI map, if you don't have that try adding some primitives to at least suggest an environment around the render objects.
I also noticed the shader showed black in some light conditions where there was no HDR - What I did was switch to dome & scene with the intensity set low & that changed things - I am sure its much better to use different lighting for the scene really but this does work
I did not have the image so I quickkly rendered a 60 second test - The metal shader is on the swim suit
This is fantastic Pete , love the "Tin into Tik"' Plastic .. so cool
And you did correct movement here and the skin looks better too , Only Scene is for 3D Environments that have surrounding objects and lights and not empty scene with just light , the Photons need to bounce from something or be produced by something to hit the metal, and if there is nothing there are no photons ( light rays ) or they bounce back and get lost , welcome to unbiased rendering , also empty scenes will render longer than tight scenes with stuff as more calculation is needed due to lack of light energy
I do often set the ambient light to a very low value with a small hdri to save time just to have a little something if I use just the light in the scene without much stuff in the back of the camera, but sometimes a big plane with some textures placed on back of the camera will do the trick also
In my last pan set I had white plane above the set with 2 point lights and nothing behind the camera and it worked wonder
thanks yeah love the plastic, that is the best plastic I have done in Iray, well any engine really.
Sitting by the sink, razor blade in hand, poised to slash.
This simply isn't worth it.
Statement: The PBS shaders are great, there is a conflict with mesh lights as configured by Render Studio.
There, future reseachers do not have to think it is them.
The workaround(s) will occur to those who spend hours in frustration
Best of luck
Go under Top Coat under the shader surface of the button and change the glossiness to lower value ....
Solution worked, thank you
did a quick test using " Render Studio 'scenes' "
first image uses PBS Vol.02 Aluminium brushed, Brass shell, Copper bullet and Environment is set to scene only
second image uses PBS Vol.01 Aluminium 12 Base, Brass 12 Base, Copper 12 Base and Environment is set to "scene only"
third image is same setup as second image - I just changed Environment to "dome and scene" (DAZ default HDRI)
You see, if you use polished metall and there is not much to reflect in the scene (second image) the metall surface apears to be black.
If you use the same scene, but with a dome to reflect (third image) all the before black parts are now reflecting the dome.
Its all about the right light setup, especially with Colm´s lights - you have to set them up like a Photographer in the real world would set them up.
Or like in the first image use brushed surfaces.
That sounds like you're using Intensity on "normal" lights as well; you shouldn't, all Iray lights should be adjusted using Luminance for mesh lights and Luminous Flux for normal lights (I don't know why they're named differently, they mean the same thing). Intensity is only supposed to be used on lights in a 3Delight render.
Note that the difference is that normal lights have light parameters as part of what they are; while mesh lights are just like any other mesh object, but they have surface settings that let them produce glow effects and light up the scene.
There's nothing new about mesh lights — you can use them in 3Delight using the UberAreaLight shader, which has been part of D|S for a few years now. The Iray mesh lights, though, are more consistent and easier to control.
did a second set of images, using a different setup of "Render Studio" and MEC4D PBS
EDIT: Cath, I just love your shaders - can´t wait for Vol.03, 04, 05 , 06 .........
Thanks HoMart for the samples and explanation to the ones in needs ..
I have a question does the Render Studio does have backdrop in the studio behind and on the floor ? or just light ?
as I see nothing in the middle image so I assume just light , I was working in the photographic studios for a very long time before 3D and usually the lights are much closer
unless the light use [ gels ] for the colors that will not reflect on 100% polish metal , it will be needed at last 0.99 of glossiness level or less as you show already to defuse the light reflection so it allow the photos to bounce back to the camera
Thank you Homart.
Here is a great tutorial how to render metals and shiny stuff in studio photography it is the same as with iray
it will explain everything you need in easy simple way
it has backdrop and floor (the reflections under the bots chest in the second image is from the floor)
Thanks HoMart , it looks like nice setup for the Figure and Portrait photography , however what it miss are side panels and top panel for even better results , half way white plane wall on the sides and one on top , only the wall behind the camera should be dark or empty and everything should render as suppose too no matter what you use glass or metal , the panels will have diffuser functions adding more depth to the surface too
That is easy to do inside DS, Load a cube with good number of divisions, sub-d to smooth eadges. Geometry Editor tool to remove one side (front) of the cube, then using the same tool select "All Surfaces" and flip normals. You could also asign each face a different mat zone.
here one of my studio collection with Top and Side panels set to 50 .50.50 white ( 186 brightness of white )
Metals
Polished, Used and Brushed
Thanks for the tips.
I just used the "premade scenes" made by Colm in order to show, that, if you use polished metall - you MUST have something to reflect in your scene and to show, that renderstudio works with your shaders.
If I would have used some sidepanel or top - the shader wouldn´t have shown as a black surface.
Man...I really want to see if I can pull this off in octane now.
This is going to be epic and a game changer! WOW! *thud*
I'd love to see Cath's render of this car I modelled. It's in my sig. Christine, from Stephen King's novel; a Plymouth, I believe the car is.
You are correct, nothing wrong with Render Studio or Shaders .. reality just hit the spot and that is all , how you made your bed so will be your dreams
here some example I just did of versatile lighting of metals with different results for other users to learn from as nobody need to teach you hahaha
Indeed
Definitelly ! gonna do it !
here the real one
I think you can but not using color photo maps, I study for some time , then actually what I created was mostly Maya SSS skin style not knowing it .
Yes I am excited now for the figure once I figured it out on the small samples .. it will be epic for sure
here is the skin section model , reminds me of a planet layers lol
Right? My first thought was HOLY WOW and my second was, this could very well change the industry as far as skin goes
It would be nice to have a base to work off of, esp if it's released as a merchant resourse. Then add in your own moles, freckles, hand, elbow, eye, feet, ear details and you have a pretty much self made map with all the "internal" maps ready to go as well.