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Mini-Tutorials 7. Shader - Terrain Textures & Triplanar
New Plugin - triplanar-mapping: https://www.daz3d.com/forums/discussion/166396/new-plugin/p1
1. In the Color - Texture Map slot
2. Click on Triplanar
3. Click on the Transform tab
4. Tick Enable Transform
5. Adjust Overall scale
6. May require a few test renders
Mini-Tutorials 8. Shader - SciFi Panels - Shader Panels & Veloute Tools
NOTE: Requires Inagoni's Velouete 2
1. In the Color - Texture Map slot
2. Scroll down to Operators
3. Click on Mixer
4. In the Source 2 slot
5. Scroll down to Pattern Functions
6. Click on Squares
7. In the Blender slot
8. Scroll down to Velouete Tools
9. Click on 3D Random Map
10. Click on Rectangular Vibe
11. Click on 3D Transform tab
12. Adjust Global Scale
thanks Ub et Bunyip :)
wow thanks just what I was looking for!
sorry there isnt much response to this challenge yet - great idea, not sure why people are so quiet
You're welcome !!
Was hoping for more people to chip in with ideas/workflows, there are areas I have not looked at myself so it would have been nice for more variety, still more time to go. Anyway the thread will be useful as a Shader Resource Wiki, which will also be helpful for newbies or those looking to broaden their knowledge !!!
thumbs up!
There's also a couple more tutes on Sci-Fi panels coming up, so watch out for them if you are chasing ideas !
thanks!! maybe put the resulting textures in displacement channel?
Here's a play with your tut .
I made a texture using your tut and put it on a plane .
I exported the texture with Baker at 4096 pixels (see image attached). I could have used Carrara's native export obj and converted the procedurals to a texture - but that only goes to 2048 pixels
I then bought the texture in and used it as a diplscament texture in the shader room. And also in the colour channel.
I inverted the same shader and used that in the glow channel.
Please find car file attached disguised as a zip file. Woeks pretty good thanks for the tut Bunyip!
Small version of the texture (big version in Zip file)
resulting render
displcament settings as per attached car file
Excellent result, looking great !!!
I experiment putting different textures in the Color/Bump/Glow/Displacement slots/channels as well, can get some awesome effects happening !
woww. ultimate greebles!
Love the greebles!
Here is a quick work flow for a stage similar to the old Sonny and Cher show. Differences include no receding spheres. The colors of the spheres varied from show to show and performance to performance.
I inserted a simple vertex sphere.
I adjusted the UVMap so that the front half of the sphere was centered in the map. he back half is reduced in size and off to a corner.
I created a morph for the sphere to flatten the front face a little.
I used the logo for the Sonny and Cher Show in an image editor to create a map to use as a mixer in the diffuse and glow channels.
For no reason, I also created a blurred radial image to drive a gradient for the sphere in my image editor.
For the sphere shader, I put a mixer in the diffuse color channel. I put black in the first slot. I put a yellow/orange gradient in the second slot.
I chose my radial blur to control the yellow/orange gradient.
I placed my logo map in the mixer blender.
I used the replicator to create the sides of the Sonny and Cher sets.
I placed a plane with tiles in the bump channel and some reflection.
Performers to be added later.
"I got you Babe" - looking great !
Folks looking for some inspiration? How about (click to play compilation)
Mini-Tutorials 9. Shader - SciFi Panels 2 - Shader Panels & Veloute Tools & Super Mixer
NOTE: Requires Inagoni's Velouete 2
1. Double click the Shader required to open in Texture room
2. In the Color Slot
3. Scroll down to Shoestring Shaders
4. Click on Super Mixer
5. Shaders 1 to 5 change sliders to 0 - 100
6. In Mix Shader - Texture Map
7. Copy Texture Map from (right click mouse button)
8. In Shader 1
9. Paste Texture Map (right click mouse button)
10. Shader 2
11. Scroll down to Pattern Functions
12. Click on Squares
13. Adjust settings
14. Shader 3, scroll down to Operators, click on Multiply
15. In Source 1
16. Scroll down to Velouete Tools
17. Click on 3D Random Map
18. Click on Rectangular Vibe
19. Click on 3D Transform tab
20. Adjust Global Scale
21. Source 2
22. Scroll down to Value (0-100%)
23. Adjust setting
24. Shader 4, scroll down to Operators, click on Multiply
25. In Source 1, repeat steps 16 & 17
26. Click on Circuits
27. Click on 3D Transform tab
28. Adjust Global Scale
29. Source 2
30. Scroll down to Value (0-100%)
31. Adjust setting
32. Shader 5, scroll down to Operators, click on Multiply
33. Source 1, scroll down to Natural Functions, click on Cellular
34. Adjust Intensity
35. Adjust Scale
36. Source 2, scroll down to Color
37. Click in the Color box
38. Click in Color Picker to choose color
Extra Note: Use Headwax's method to get a greeble
hey I am inspired, nevere knew those 60's tv women were so attractive !!!
hey I am inspired, nevere knew those 60's tv women were so attractive !!!
wow that's a blast from a past I don't even remember :)
nice approach !
Thanks for that last tut Bunyipo2 - great tp see supermixer being used and thanks for a great tut
here's what I came up with using your tut - I used two different texture maps for the first two shaders and made white invisable in the top shader so the one below it would show
couldn't get much sense out of the 'blend shader' though.
used textures from Jewells of Architecture - used to be available here at daz (maybe still is)
I modelled a retro GymBoot for this one... similar to the ones back in the 60's
without shoelaces.... for Leon
Title - Jackie Paper
SuperMixer is well worth using, although the "blend shader" has still got me scratching my head. Glad the tutes are getting some use !
Looking great - love the boots !!!
Mini-Tutorials 10. Shader - SciFi Panels 3 - Shader Panels & Enhance C
Note: will require Enhance:C
1. Double click the Shader required to open in Texture room
2. Top Shader
3. Scroll down to Complex Shaders
4. Click on Multi Channel Mixer
5. In the Source 1 - Color - Texture Map slot I want to use Mixer
6. Scroll down the list to Operators
7. Click on Mixer
8. Leave Source 1 as the Texture Map, in Source 2, scroll down the list to Color
9. Click in the Color Box
10. In Color Picker select color
11. In the Blender slot
12. Scroll down to Enhance:C
13. Click on Enhance:C Organic 1
14. In the Function box click on Wires
15. Click on the Transform tab
16. Adjust Overall Scale
17. Source 2, scroll down to Multi Channel
18. Color slot, scroll down to Operator, click on Mixer
19. Copy Texture Map from Source 1 - Source 1 and paste Texture Map at Source 2 - Source 1 (right click mouse button)
20. Source 2, scroll down to Color
21. Click in the Color Box
22. In Color Picker select color
23. In the Blender slot
24. Scroll down to Pattern Functions
25. Click on Squares
26. Adjust settings
Note - will require test renders and fine tuning the settings to get it looking right
Baa Baa Black Sheep (Black Sheep Squadron) https://www.imdb.com/title/tt0073961/
Used a sand coloured texture from cc0textures. Post work to fix trouser leg and patch on the ground texture using the clone brush.
Edit: just noticed a strap on the harness/life vest that needs attention as well !
I got a feeling I will be visiting this threads for years to come, so many great tips. I wish that triplanar had been an original feature in Carrara from the beginning way back in Raydream. I
would david 3 be considered retro?
I think, David 5 also could count as retro.
David 5 was the end of the line
only thing sadder is poor Hiro watching Aiko hanging out with all the new rigged guys
rigged pro guys, with vascular maps?