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Thank you again will your textures are awesome I love the snow textures I made a complete new set with it
Seriously I can't thank you enough Will for those terrain shaders. I used the snow and ground terrained in difused layers and used a older hobo's ice shader for the river. Bingo. super results less time to render. I really can't thank you enough
This is rendered in 3Delight using Oso3D terrain shaders https://www.sharecg.com/v/89313/browse/7/Material-and-Shader/Willbear-3DL-Terrain-Shader
I’m thrilled to hear it!
At one point I considered developing more 3dl shaders but I still have a hundred things I want to do in Iray, and have been a bit meh on shaders lately.
Hello everyone! :)
I just saw this topic today. I was very interested and fascinating to read it. :)
I want to tell you, if you have any questions about sets, please contact me directly, I am present on the forum.
Let's discuss the shader Iray. Yes, of course layers are mixed in this material, but custom shader it is not displayed entirely in the material editor. You need to use the Shader Mixer to watch it.
I stopped supporting 3Delight a long time ago because I didn’t really like the water and lighting in it, as well as the duration of the render.
In general, creating a ground for 3Delight is possible, but it will take some time, because I need to remember which nodes are used there, etc.
Hi, and tks for chiming in:) Good to know, I have a couple of your sets, and I like them, this one (the ground) was a struggle though;) Still haven't found a way to make it look descent.
Yes I noticed, and as I said, it was quite an impressive sight:) Unfortunately impossible to re-create with RSL shaders.
I use scripted pathtracing with aweSurface in 3DL, which is a shaderbuilder shader, so in this case, having a 3DL shader network wouldn't really help much either. So I will probably just find some nice 8k PRB tileable maps and go from there:)
This is the current state of the project.
I think tileability will be very noticeable even at 8k resolution if we don't use texture blending.
Unfortunately, yes!
And aweSurface doesn't support diffuse overlays (yet), so that's why I had to put this project on hold until I find a way.
One of the reasons I keep slugging away at procedural shaders is that they offer a hope of stopping tiling issues.
I have another project I keep poking at that uses multiple tiles for different scales (so the finer detail/smaller scale tile at close range, larger details/scale at longer range), but the problem is that it either takes a lot of time to set up or you are loading multiple tiles per surface and slowing things down even more.
So... mmph.
My OMS1 is fun, but it suffers from being a broad, general tool; at some point I want to try making more specialized shaders that do similar things, maybe with more layers of randomness.
Mind you, all of that is for Iray.
On the 3dl side, there's always AoA grass and rock...
Yea that's what I tested here:
But then I have to use regular 3DL, so it's not really an option.
I made shader ground material for 3Delight - Medieval Lands - Ground 3Delight Material.zip
I recall that the detail is focused in the central part, the farther the more blurry tiling. Therefore, 5 ground materials were created, in each of the bottom different parameters of tiling and bump strength.
Oh woow! Thank You So Much! Can't wait to have a go at it
Thank you very much Andrey, you rock
You are welcome!
Ok, so I finally got around to testing the ground material:) Here's a quick (15 min) testrender through a simple fog cam...just converted everything except the ground to the DS default shader, and used an AoA distant light and some simple ambient occlusion. Having a proper material for the ground makes all the difference in the world, so thanks again! Now I just have to figure out how to illuminate the ground with a distant light and using PT arealight/HDRI to illuminate everything else with aweSurface applied;) I'll post a render here if I can pull it off
Hello,
I hope it's okay to post in this thread, because the last post is around a month back. I also purchased "Medieval Lands"
and I also want to render the scene in 3delight, mostly because I want to render Images with the ToonCam from
the Linerender 9000 product.
I try to convert the ground materials with Andrey's ML matGround 3Delight script, however the process fails with the
message, that two files can not be found:
runtime/textures/pine grove/pg-matgroundl1-h.jpg and
runtime/textures/pine grove/pg-matgroundl5-h.jpg
Does anyone know if these files are bundled with another product, or if they can be (legally) downloaded or if they
must be somehow created? Thanks in advance.
Best regards
Hi! Yup I got the same error message. However the grounds seems to render just fine with the right look, so I didn't bother to dig into it:) AFAIK there are no such files so maybe the script had some minor flaw or typo?
Hello,
Apparently I have forgot to add these textures to the archive, because they are used only for 3D material and in the original package for Iray they are missing.
Now I have add these textures in the archive.
Ah, ok tks a lot:)
Edit:Tested it and now it loads correctly:) This is what I call True Support, tks again!
Thanks a lot for the missing files :-)
I finally got this set in PC+ for the day and tried rendering an 8K above view to fit the UV for an obj export
(which is planar fortunately but the texture needs some rotation)
answer, 8K is not big enough
yes it works but still not enough details, this is a huge set
I am having more success in Carrara with Mixer operations and the masks but a lot of guesswork, just means I get different terrains detailed but not identical and they do convert to Octane there.
Twinmotion the only real answer is to cover as much of the terrain as I can with brushed foliage and rocks, I crashed it 5X already
keep maxing out my VRAM, I did do one with just Twinmotion plants (which are Xfrog plants) but that crashes too, the one in the second half of the video below I cheated and added lots of fog!
my Carrara Octane and Twinmotion (with added foliage) renders
Woow that is impressive, I'm speechless! Nice