mcjNeoprene - seamless tilable neoprene ( or carbon fibre? ) normal & bump map

mCasualmCasual Posts: 4,607
edited November 2014 in Freebies

this jpg image

was used ( with UV tiling 40x6 ) for the candypink surface

Daz Studio Scene exported to Blender using mcjTeleBlender 3.02 beta


unfortunately tiling doesnt work in daz studio for Normal maps, but it does for the bump map

so i'll add a tiled version incessantly

----------

the 4 maps shown on this page are now also hosted on my (very well behaved ) site

https://sites.google.com/site/mcasualsdazscripts4/mcjneoprene

though the copies you can download right here on this forum page are of excellent quality if you save the pop-up image

so 1 click on the image to get the full quality image in a popup window, then right-click and save to disk

mcjNeopren1KNormalHi.jpg
1024 x 1024 - 1M
bumpa2.jpg
900 x 900 - 354K
normalmap.jpg
900 x 900 - 191K
mcjNeopren1KBmp.jpg
1024 x 1024 - 322K
mcjNeopren1KNormal.jpg
1024 x 1024 - 561K
Post edited by Cris Palomino on

Comments

  • mCasualmCasual Posts: 4,607
    edited September 2014

    wide version

    Fig 2 - daz studio render with this normal map

    indaz.jpg
    900 x 900 - 244K
    mcjNeopren1KNormalHiWide.jpg
    2000 x 500 - 887K
    Post edited by mCasual on
  • DollyGirlDollyGirl Posts: 2,656
    edited December 1969

    This is wonderful Casual. will make a nice addition to the shader collection.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,217
    edited December 1969

    TY♥

  • mCasualmCasual Posts: 4,607
    edited December 1969

    longer Blender cycles render 1500 samples

    longrender.jpg
    1920 x 1080 - 230K
  • Hiro ProtagonistHiro Protagonist Posts: 699
    edited December 1969

    Very nice indeed. Thank you!

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Very nice. What's the problem with tiling the normal maps?

  • mCasualmCasual Posts: 4,607
    edited December 1969

    Very nice. What's the problem with tiling the normal maps?

    in DS3 at least, Normal Maps on DazDefaultMaterials are not following the vertical/horizontal tiling

    contrary to the image maps on the Diffuse and Bump, Opacity channels

    ( though teleBlender does apply the same tiling for all maps )

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Casual said:
    Very nice. What's the problem with tiling the normal maps?

    in DS3 at least, Normal Maps on DazDefaultMaterials are not following the vertical/horizontal tiling

    contrary to the image maps on the Diffuse and Bump, Opacity channels

    ( though teleBlender does apply the same tiling for all maps )WEll, I'm using 4.6, as are most people now. Have you tested it in that? I'm in the middle of a render, so I can't at then moment.

  • DollyGirlDollyGirl Posts: 2,656
    edited December 1969

    Casual said:
    Very nice. What's the problem with tiling the normal maps?

    in DS3 at least, Normal Maps on DazDefaultMaterials are not following the vertical/horizontal tiling

    contrary to the image maps on the Diffuse and Bump, Opacity channels

    ( though teleBlender does apply the same tiling for all maps )

    WEll, I'm using 4.6, as are most people now. Have you tested it in that? I'm in the middle of a render, so I can't at then moment.

    So Tramp I did a test in 4.6 looks like the DAZ Default Material has bee updated for tiling for normal maps as well. Version 3 does not, just like Casual says.

  • Tramp GraphicsTramp Graphics Posts: 2,411
    edited December 1969

    Dollygirl said:
    Casual said:
    Very nice. What's the problem with tiling the normal maps?

    in DS3 at least, Normal Maps on DazDefaultMaterials are not following the vertical/horizontal tiling

    contrary to the image maps on the Diffuse and Bump, Opacity channels

    ( though teleBlender does apply the same tiling for all maps )

    WEll, I'm using 4.6, as are most people now. Have you tested it in that? I'm in the middle of a render, so I can't at then moment.

    So Tramp I did a test in 4.6 looks like the DAZ Default Material has bee updated for tiling for normal maps as well. Version 3 does not, just like Casual says.Good to know. Thanks.

  • mCasualmCasual Posts: 4,607
    edited December 1969

    the 4 maps shown on this page are now also hosted on my (very well behaved ) site

    https://sites.google.com/site/mcasualsdazscripts4/mcjneoprene

    though the copies you can download right here on this forum page are of excellent quality if you save the pop-up image

    so 1 click on the image to get the full quality image in a popup window, then right-click and save to disk

  • Charles WestCharles West Posts: 123
    edited December 1969

    hmmm poor balled up bikini top.

    snap.jpg
    600 x 600 - 66K
  • mCasualmCasual Posts: 4,607
    edited November 2014

    Caligreal said:
    hmmm poor balled up bikini top.

    one must be very fashion-assertive to wear this

    ( fig 2 the "hand" tiled bump map for the smileykini top )

    mcjNeopren512x3072Bmp.jpg
    333 x 2000 - 391K
    beachgoerswereamused.jpg
    1920 x 1080 - 1M
    Post edited by mCasual on
  • RuphussRuphuss Posts: 2,631
    edited December 1969

    looks like a shoot-boob-top

    hi casual
    after you've done this "expand children" script you think it is possible to make an
    "isolate item" script after that only the targeted node can be seen in the viewport?

  • mCasualmCasual Posts: 4,607
    edited November 2014

    ruphuss said:
    looks like a shoot-boob-top

    hi casual
    after you've done this "expand children" script you think it is possible to make an
    "isolate item" script after that only the targeted node can be seen in the viewport?

    turn visibility off on everything in the scene except the selected item?

    i guess there would also need to be a 'turn visibility on for everything" button as well

    HIDEALLBUTDEMO.gif
    1094 x 630 - 240K
    Post edited by mCasual on
  • RuphussRuphuss Posts: 2,631
    edited December 1969

    you are absolutely right
    I know this from music production software
    its normal to have solo buttons for every track
    and in Silo you can do this also to see only one node

    man I love all your scripts and the possibilities to mix them
    tried the shake script today
    would be nice if this would work with morphs also

    then I tried the cyclefilter for breathing animation in sine mode
    its a pity since V5 they forgot the inhale morph

  • mCasualmCasual Posts: 4,607
    edited December 1969

    ruphuss said:
    you are absolutely right
    I know this from music production software
    its normal to have solo buttons for every track
    and in Silo you can do this also to see only one node

    man I love all your scripts and the possibilities to mix them
    tried the shake script today
    would be nice if this would work with morphs also

    then I tried the cyclefilter for breathing animation in sine mode
    its a pity since V5 they forgot the inhale morph

    i use cyclefilter quite a bit, i may turn it into a plugin eventually so it will be more usable for long time-ranges

    note that i also made related script https://sites.google.com/site/mcasualsdazscripts3/mcjshiftanim
    i dont use it much but it's powerful if you have basic programming/math skills

    the Hide All But Selected script will be released in this thread
    http://www.daz3d.com/forums/discussion/48334/

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