anyone tried this plug in to make a believable dragon skin??
I dragged the DUF file to the PBR box for this dragon, but I'm not sure I did it correctly. Wasn't really going for believable skin. Just wanted enough contrast with the vegetation to be visible.
Load into Carrara something that you have PBR files for and load them using Philemo's plugin. Adjust one of the resulting shaders to your liking and then save it to your browser as a sort of preset.
Now load the dragon into a new scene and separately load in that shader you've saved. Edit > Consolidate Duplicate Shaders
Now open one of the Dragon's shaders and copy the color texture map
Drag the shader preset you've made earlier onto the Top level of this shader and paste the color map into the color channel, replacing the albedo or color map that was saved in there.
Hover over the file name of the color map to get the location of it, then load the remaining appropriate maps everywhere maps exist in this preset.
I'm not looking for a technical explanation. I just want to know how I would use it in a Carrara workflow. That's my frame of reference.
And is it for Carrara, or Octane?
It's for Carrara.
It's fully integrated in Carrara:
On your multi-channel shader, choose a PBR lighting model:
It will create a new level with your multi channel as the first shader :
Usually, PBR texture sets come with at least 4 files:
Albedo (or base color)
Glossiness or roughness map
normal map
ambient occlusion map
Albedo
Load in color channel of your multi channel shader
Specular
PBR model accepts value ranging usually from 15% to 40% depending on the material IOR.
20% is usually a good start. Goes into the Highlight slot
Glossiness/roughness map
It goes into shininess slot.
Glossiness and roughness map are two side of the same notion. a Roughess map has value 0 for very smooth and 1 for very rough. A glossiness map is just the opposite (0 for rough, 1 for smooth). So, if you have a roughness map, hust tick the "invert color" tick box in the texture map
Ambient occlusion
In the ambient occlusion slot of the lighting model
And that's all for the basis.
thank you. the new iray pbr shaders are including roughness maps.
Then we would be able to utilize any of the filiment shaders with out any hassles..
IMO this is pointless.
Carrara native engine runs absolue rings around Filament which handles transmaps and shadows so badly.
I use Filament a lot in DAZ studio because it is better than OpenGL which I used to use a lot because the alternatives IE iray and 3Delight are so incredibly slow and resource demanding on my hardware
but
given the option I prefer Carrara native any day
that said for speed and PBR Octane is my choice but obviously not affordable to everyone (including me if I didn't already own it)
now if one was looking at integrating Cycles and Eevee I would say please go for it!
adding I can render Carrara at less than one frame a second if transmapping and raytraced shadows is totally avoided, my only problem is my CPU gets too hot!
emitters, you want the look Anything Glows is your friend. its a bit of work setting it up as every light needs the exact unique model name in the object space so you need to do a lot of renaming of models
but
if you are prepared you can have a hundred lights using the glow surfaces of models and no other
ights beautifully illuminating your scene faster than actual lights, avoid facet though as that while accurate is incredibly slow, vertex good and bouding box does for any objects where the whole thing is an emitter, if yoo can forgo raytraced shadows its as fast as unlit ambient lighting
Then we would be able to utilize any of the filiment shaders with out any hassles..
IMO this is pointless.
Carrara native engine runs absolue rings around Filament which handles transmaps and shadows so badly.
I use Filament a lot in DAZ studio because it is better than OpenGL which I used to use a lot because the alternatives IE iray and 3Delight are so incredibly slow and resource demanding on my hardware
but
given the option I prefer Carrara native any day
that said for speed and PBR Octane is my choice but obviously not affordable to everyone (including me if I didn't already own it)
now if one was looking at integrating Cycles and Eevee I would say please go for it!
adding I can render Carrara at less than one frame a second if transmapping and raytraced shadows is totally avoided, my only problem is my CPU gets too hot!
there is 2 subsurface channels now. i put the map in both? not sure what to do?
No, one is for the intesity of the effect and the other is got the color. So, the greyscale one goes in the intesity (set about 15% if there is none) and the color one in the color (set andark red if there is none).
Then we would be able to utilize any of the filiment shaders with out any hassles..
IMO this is pointless.
Carrara native engine runs absolue rings around Filament which handles transmaps and shadows so badly.
I use Filament a lot in DAZ studio because it is better than OpenGL which I used to use a lot because the alternatives IE iray and 3Delight are so incredibly slow and resource demanding on my hardware
but
given the option I prefer Carrara native any day
that said for speed and PBR Octane is my choice but obviously not affordable to everyone (including me if I didn't already own it)
now if one was looking at integrating Cycles and Eevee I would say please go for it!
adding I can render Carrara at less than one frame a second if transmapping and raytraced shadows is totally avoided, my only problem is my CPU gets too hot!
Thank you for your thoughts, I was looking more towards the shaders anyway as they are starting to make thier way into the store.
Comments
Second test - Speed Boat with Iray materials
https://www.daz3d.com/speed-boat
Default Carrara Load with Iray Shaders but without PBR Shaders Shaders
PBR Plugin with Iray Shaders
I think all of Polish products are Iray. I could be mistaken. Looks great! Boat too (except the boat needs water!)!
Very nice !!
are there any shader presets for this to get started?
a simple clay shader?
seeing some resources at renderman https://renderman.pixar.com/community_resources
Thanks
or did i understand backwards?
we can render our carrara scenes in renderman?
or it brings renderman into carrara renders?
is it feasible for animations?
does it need high end graphic card?
thanks
Thanks !
anyone tried this plug in to make a believable dragon skin??
I dragged the DUF file to the PBR box for this dragon, but I'm not sure I did it correctly. Wasn't really going for believable skin. Just wanted enough contrast with the vegetation to be visible.
https://www.daz3d.com/forums/discussion/comment/5238001/#Comment_5238001
No, but you can try to import this https://3dtextures.me/2019/07/24/dragon-scales-001/
Or https://3dtextures.me/2019/01/25/lizard-skin-001/
...and another option:
if you have shader map 4 you could take the map in and make PBR maps then save them out.
Use the PBR import to auto matically adjust them or you can manually map them all.
I am trying to do this for a product I found on Share CG from years ago called Hesco Bastion ( used by lots of militaries for making defenses)
It is a little time consuming but can work really well.
Thanks. are sample renders using the hdr dome plug in also?
Texture maps added manually to head, body, & wing-arms.
thanks.
lovely cloud poofs too
thank you. the new iray pbr shaders are including roughness maps.
@Philemo_Carrara
Would you be interested in trying to create a bridge from Carrara to Filament to provide us this new PBR render engine?
Now tht DAZ is supporting Filament in Studio and the fact that it it is free found here https://google.github.io/filament/
Then we would be able to utilize any of the filiment shaders with out any hassles..
there is 2 subsurface channels now. i put the map in both? not sure what to do?
M81 Maps pbr plugin
glass shader on cornea
put a metal shader on pupil
dunno how to make moist lips
another attempt for moist lips.
IMO this is pointless.
Carrara native engine runs absolue rings around Filament which handles transmaps and shadows so badly.
I use Filament a lot in DAZ studio because it is better than OpenGL which I used to use a lot because the alternatives IE iray and 3Delight are so incredibly slow and resource demanding on my hardware
but
given the option I prefer Carrara native any day
that said for speed and PBR Octane is my choice but obviously not affordable to everyone (including me if I didn't already own it)
now if one was looking at integrating Cycles and Eevee I would say please go for it!
adding I can render Carrara at less than one frame a second if transmapping and raytraced shadows is totally avoided, my only problem is my CPU gets too hot!
and I cannot emphasis this enough
emitters, you want the look Anything Glows is your friend. its a bit of work setting it up as every light needs the exact unique model name in the object space so you need to do a lot of renaming of models
but
if you are prepared you can have a hundred lights using the glow surfaces of models and no other
ights beautifully illuminating your scene faster than actual lights, avoid facet though as that while accurate is incredibly slow, vertex good and bouding box does for any objects where the whole thing is an emitter, if yoo can forgo raytraced shadows its as fast as unlit ambient lighting
is there a pbr plugin for our Mac friends?
i'se passing the word along about the plugin. my eyes too poor barely see the time savers list. cant tell if one is for mac.
Yes. /PBRLighting_OSX64.zip
thank you!
I share Wendy's opinion.
So, no, I have no plan for implementing Filament as a renderer in Carrara. Being able to import Filament PBR shaders in Carrara is another matter.
In any case, I'm not entirely happy with the current import process, so a new version of the PBR plugin is planned.
No, one is for the intesity of the effect and the other is got the color. So, the greyscale one goes in the intesity (set about 15% if there is none) and the color one in the color (set andark red if there is none).
You could try to use the clearcoat component (set both value to 100%)
Thank you for your thoughts, I was looking more towards the shaders anyway as they are starting to make thier way into the store.
i succumed to curiosity and ordered poser 11
will be interesting to see how the cycles/superfly shaders translate to carrara.
i tried copy/pasting the albedo texture map to other channel,
thinking 'open' would bring me directly to the folder to load another map.
it doesn't.
wouldve expected the 8.1 maps to be under the 8.1 textures folder. isn't. is under the 8.0 folder.
thanks for these resource links!