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Here couple of my Urban parking HDRI maps for Iray I made in January, at end of April I am going to capture most great places in Manhattan and behind scenes including Central Park NY
Thankyou for your time and eagerly await your release of this as it will make a massive difference to my renders :)
Thanks @Perilous7
here some Palm bark shader + CTRL + click translucent set for leaves
the atmosphere flare effect is iray Bloom filter
Palm tree model by JT from S-Alkair set
You can't stop! That's great for us, but do you ever rest? I keep watching the store to see if they show up. Not yet....
Thanks .. LOL more is coming .. be prepared ..
I thought applying the metals (on version 1) was/is a little tiresome. Hopefully, there's a better way (interface) to do complicated shaders in the future. Maybe it's not possible, but it sure would be nice if there were a more user-friendly way of doing them.
My Custom Shaders are for Advanced DAZ Studio users that like to create stuff and make it's own new look re-texturing older sets, i is all about the fun doing it .. there are already interface called Surface Tab and I don't do Daz Studio programing you should contact DAZ with your feedback .
any other additional interface will not do anything more or less .. the only thing I miss under Surface Tab is preview of the shader it would make things easy and faster, but that is something DAZ programmers need to do and not I ... until then you can use AUX viewport to view the shader with faster updates in place of Main viewport and continue learning the program and have some fun creating own unique ART with enthusiasm and positive energy .
Cool ... thanks for explaining that =) Regardless ... I eventually buy your products. They are fantastic!
Thanks for the props .. the vol 2 is much easier as all layers are already mmixed so just one shader setup per button , all you need to adjust is the right scale included in each section and that is all .
some of the promos from the sections
A question, do your cloths use sss at all?
Why you would use SSS for cloth ? for that you use backscattering (especially made for it ) or eventual translucent scatter and transmit .. SSS is volumetric it will kill the rendering time with clothing , all settings also depends of the cloth thickness too and material type
Ah yes, I meant the back scattering
here are 3 images , 1-2-3 choice the one you think looks most realistic
Everytime I check this thread I am amazed.
Are there any shaders left to do ?What will be in Volume 3?.
I'll play: I prefer number three. The highlights aren't blown out, and there's a sense of thickness to the fabric that I like.
Did I win?
Thanks mate , vol 3 is HUMAN / Alien form all about eyes, skins etc ...
2 and 3 both look pretty good.
Nice choice for a linen , but the fabric was tin organic cotton T-shirt ..( I should say it before ) and the logo is an light emitter bellow it so number 2 in the middle is actually the right one
the first use backscatering but personally I don't like it it is good for huge objects like clouds and stuff but not clothing, the second is translucent it allow the light pass and get out
the light is sun light so very strong that why the highlights especially on white fabric
so sorry for today you did not win .. but thanks for participating in
Yes you are a winner good eye Sorel , tin cotton # 2 and linen # 3 , # 1 is more for big cloths like curtains etc..
Mall Girl for Genesis 3 Female(s) uses backscattering on some of the clothing surfaces. In bright light, those materials look bad, in my opinion - all washed out and dull. It is interesting to hear that you don't think it is good for clothing, because it sure didn't look good to me in Mall Girl.
Here are my cloth setting and no backscattering it just don't give you any function .. no shadows casting, anything that scatter are just the global illumination , sky only or dome HDR
see bellow, to me it looks just right and just 40 second per image ..
and part of vol.2
here couple more examples
the first one is very fine fabric almost transparent ( by the light ) not opacity the rest depends of the cloth color and structure
excuse for the genesis skin it just from the library without proper shader
here better resolution ... and ?
I don't see any scattering there .. some of the materials will not scatter unless there is a right light source , back scattering should bring the light from back and scatter the surface , what this back scattering do is actually Top scattering putting top light on the low part of the model and low part light on top ..only Global illumination without any other function .. it was made to speed up stuff but really it do not much at all and is slower than translucent , and translucent is what most of the fabric are .. sometimes I am thinking the backs catering shader was merged wrong way into Uber Base .. I would prefer to have diffuse scattering in place or maybe that what it was originally but the function is altered .
here example of the wet dry fabrics
The shorts have backscattering. Here is an example with backscattering on (as loaded by the material file) and off (I turned it off in Surfaces pane). This was lit with only an HDRI.
@barbult don't even see a reason for use it on it , the materials are too heavy anyway , but that what will happen , it will wash off the clothing colors , I tried on some clouds I was working on it worked better lol but for clothing..no thank you
I've tried to use backscattering a bunch of times, and I never like it on clothing. It just... reacts weirdly. Almost looks cartoonish.