MEC4D's celebration ( with freebies ) [commercial]

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Comments

  • RAMWolffRAMWolff Posts: 10,249

    Looks great Cath.  Looks like the Hulk threw up in one of those shots!  LOL 

  • MEC4DMEC4D Posts: 5,249

    Thanks Richard, that was the Ghostbusters SLIMER  lol

    RAMWolff said:

    Looks great Cath.  Looks like the Hulk threw up in one of those shots!  LOL 

     

  • RAMWolffRAMWolff Posts: 10,249

    LOL  cheeky

  • mcorrmcorr Posts: 1,094
    MEC4D said:

    Testing base tiled wood shaders ( just finished tiled shader maps 350 in total for 50 species ) in different environments to see if they change and match the light with proper blending 

    now time for  floors and planks so another 700 maps to make , each around 2000-2700 pixels

    Hope these will be a merchants resource!

  • MEC4DMEC4D Posts: 5,249

    sadly not this set , it is more for the advanced Artists that like to build own unique stuff in renders, MR don't allow you to create shaders from shaders unless it is a part of a texture set , I would need to prepare a different package with all the resource so you can use them in your favorite 3D painting program as  a 3D brushes and use them for painting textures for your 3D model. Other way it would make no sense 

    mcorr said:
    MEC4D said:

    Testing base tiled wood shaders ( just finished tiled shader maps 350 in total for 50 species ) in different environments to see if they change and match the light with proper blending 

    now time for  floors and planks so another 700 maps to make , each around 2000-2700 pixels

    Hope these will be a merchants resource!

     

  • MEC4DMEC4D Posts: 5,249

    Some work in progress on the floors and little previews , this going to be a MONSTER PACK, make space in your library cheeky  

    Tomorrow capturing more of dust and sand effects for the surfaces top layers and on Saturday capturing more variations of effect stains, like coffee, tea and others (shoe print on dusty and wet surfaces, mud  etc.. )

    now it getting more fun ...laugh

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  • DoctorJellybeanDoctorJellybean Posts: 8,724

    It looks great!

    Coffee stains? Wow, looks like all my wishes are being granted. And it's not even Christmas laugh On my list to Santa is lipstick on a glass\coffee mug as well angel

  • SorelSorel Posts: 1,407
    I cant wait for this to be released!
  • MEC4DMEC4D Posts: 5,249
    edited July 2020

    Reminds me of an old song from the 80s, "'lipstick on the glass "' kiss I will have a lot of Coffee to spill on Saturday devil it is going to be messy

    great tip with the lipstic 

    It looks great!

    Coffee stains? Wow, looks like all my wishes are being granted. And it's not even Christmas laugh On my list to Santa is lipstick on a glass\coffee mug as well angel

     

    Post edited by MEC4D on
  • MEC4DMEC4D Posts: 5,249

    I am starting to have fun now with the FX , but packing and rendering of all the thumbnails going to be boring job as usual, too many shaders  I lost count already with all the maps, what is not bad , I trying to to cover most basic woods and knowing me I will add something on the way to this collection 

    Sorel said:
    I cant wait for this to be released!

     

  • DoctorJellybeanDoctorJellybean Posts: 8,724
    MEC4D said:

    I am starting to have fun now with the FX , but packing and rendering of all the thumbnails going to be boring job as usual, too many shaders  I lost count already with all the maps, what is not bad , I trying to to cover most basic woods and knowing me I will add something on the way to this collection 

    Sorel said:
    I cant wait for this to be released!

     

    Get hubby to render the thumbnails wink

  • MEC4DMEC4D Posts: 5,249

    He is not into 3D , I will spend more time to teach him how , but he can make my ideas into a real world , he works as an carpenter .

    I may use him for Saturday, he is a master of spilling a coffee and making a stains naturally ...devil

    MEC4D said:

    I am starting to have fun now with the FX , but packing and rendering of all the thumbnails going to be boring job as usual, too many shaders  I lost count already with all the maps, what is not bad , I trying to to cover most basic woods and knowing me I will add something on the way to this collection 

    Sorel said:
    I cant wait for this to be released!

     

    Get hubby to render the thumbnails wink

     

  • kyoto kidkyoto kid Posts: 41,249
    MEC4D said:

    Some work in progress on the floors and little previews , this going to be a MONSTER PACK, make space in your library cheeky  

    Tomorrow capturing more of dust and sand effects for the surfaces top layers and on Saturday capturing more variations of effect stains, like coffee, tea and others (shoe print on dusty and wet surfaces, mud  etc.. )

    now it getting more fun ...laugh

    ...oooh, more great and accuruate surface resoruces. Defintiely can't wait. 

  • MEC4DMEC4D Posts: 5,249
    edited July 2020

    Updates for today .... I did not liked how wood pattern create the result and shadows losing the fine details, if I add too much it looks crispy and less natural or it was washed off, especially if you using no direct sun light in the renders where shadows are created based on Normal and displacement maps, so I added little helper , still PBR  mdl based as it is generated automatic based on the Albedo but physically is based on the Displacement maps , it improves so much the details of the shader without having to bake it into each texture as that would be insane and waste of space and most important  VRAM and not really PBR

    Now you can add your pattern to base wood shader and it will generate nice small shadowing details and improve the details matching perfect the environment even if using just studio light without HDRI, no details gonna be lost in shadows , but it will be less visible in light where the true shadows will show up, so well balanced in any light condition .

    I hope I explained it well, but I guess the picture will talk for itself and you can see the difference . 

    of course the level of shading will be optional with just a click , showing the max in the previews  

    let me know what you think about this idea, I really like it,  it adds so much extra to the geometry still full PBR ( based on MDL) and they do that in Games as well to improve the visual effect in place of baking it all in one texture without any function.

    I call it Ambient Occlusion (AO) but it is not this kind , but the visual effect is similar .

    P.S in the first render I used old and forgotten Poser prop models and blast them with new surfaces from my PBR shader pack 1 and the new wood shaders with today's new layers.

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    Post edited by MEC4D on
  • Oh wow, that is looking amazing. Hoping I can manage to buy it when it comes out.

  • KeryaKerya Posts: 10,943

    LOL! 

    MEC4D said:

    He is not into 3D , I will spend more time to teach him how , but he can make my ideas into a real world , he works as an carpenter .

    I may use him for Saturday, he is a master of spilling a coffee and making a stains naturally ...devil

    MEC4D said:

    I am starting to have fun now with the FX , but packing and rendering of all the thumbnails going to be boring job as usual, too many shaders  I lost count already with all the maps, what is not bad , I trying to to cover most basic woods and knowing me I will add something on the way to this collection 

    Sorel said:
    I cant wait for this to be released!

     

    Get hubby to render the thumbnails wink

     

     

  • KeryaKerya Posts: 10,943

     Wow - just wow!

     

    MEC4D said:

    Updates for today .... I did not liked how wood pattern create the result and shadows losing the fine details, if I add too much it looks crispy and less natural or it was washed off, especially if you using no direct sun light in the renders where shadows are created based on Normal and displacement maps, so I added little helper , still PBR  mdl based as it is generated automatic based on the Albedo but physically is based on the Displacement maps , it improves so much the details of the shader without having to bake it into each texture as that would be insane and waste of space and most important  VRAM and not really PBR

    Now you can add your pattern to base wood shader and it will generate nice small shadowing details and improve the details matching perfect the environment even if using just studio light without HDRI, no details gonna be lost in shadows , but it will be less visible in light where the true shadows will show up, so well balanced in any light condition .

    I hope I explained it well, but I guess the picture will talk for itself and you can see the difference . 

    of course the level of shading will be optional with just a click , showing the max in the previews  

    let me know what you think about this idea, I really like it,  it adds so much extra to the geometry still full PBR ( based on MDL) and they do that in Games as well to improve the visual effect in place of baking it all in one texture without any function.

    I call it Ambient Occlusion (AO) but it is not this kind , but the visual effect is similar .

    P.S in the first render I used old and forgotten Poser prop models and blast them with new surfaces from my PBR shader pack 1 and the new wood shaders with today's new layers.

     

  • SimonJMSimonJM Posts: 5,997

    +1 with the Wow!

  • L'AdairL'Adair Posts: 9,479

    I love seeing how each of the images/settings affect the final result. I've already tucked a bit of store credit away for this resource. I can wait… just barely! lol

  • MEC4DMEC4D Posts: 5,249

    Thanks everyone, happy you like it, I just returned from the Reservation as I was doing a lot of new Macro HDRI for rendering scenes for small creatures like faries and other fantasy creatures and small animals etc.. and made quick test

    I don't have ferries in my library , only a rat lol  so decided plug it into my last wood scene ( Bloom filter enable) , the woods looks so much more beautiful from the ground level around 6-8 inches , I spent crawling for 5 hours accompanied by curious chipmunks . laugh

    Also made a lot of new resources for future new shaders, as I am going to make also 3D models to use with the Macro HDRI , to blend things even better like a little full scene , that will be interesting in place of just environment .

    I will be back at you on Monday , tomorrow family day , enjoy your weekend !

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  • MEC4DMEC4D Posts: 5,249

    Hello, just dropped by to show you some progress, today sand smart layer, one of many 

    real sand scan that react to light like quartz sand do

    the first image is a light from a spot light on the floor passing through the grains , then the scan, and smart layer, followed by 2 final render test.

    sadly displacement want work with little particles like that only bump and normal , even if subdivided to 12, it was too clumpy , but overall looks fine so far

    I will try tomorrow vector displacement and see how it works.as I know vector displacement works in iray as well as I did it before and much better than regular displacement , same as HD morph 

    we will see 

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  • SimonJMSimonJM Posts: 5,997

    Looking really good!

  • SevrinSevrin Posts: 6,310

    Maybe check out Render Doctor for repetitive renders.  It's kind of meh for your average users, but it seems like it would be handy for showing shader and materials variations.

    https://www.daz3d.com/render-doctor

  • SorelSorel Posts: 1,407
    MEC4D said:

    Hello, just dropped by to show you some progress, today sand smart layer, one of many 

    real sand scan that react to light like quartz sand do

    the first image is a light from a spot light on the floor passing through the grains , then the scan, and smart layer, followed by 2 final render test.

    sadly displacement want work with little particles like that only bump and normal , even if subdivided to 12, it was too clumpy , but overall looks fine so far

    I will try tomorrow vector displacement and see how it works.as I know vector displacement works in iray as well as I did it before and much better than regular displacement , same as HD morph 

    we will see 

    Bruh this is so cool, gonna be fun trying to replicate this in octane
  • MEC4DMEC4D Posts: 5,249

     

     

    Thanks Simon 

    SimonJM said:

    Looking really good!

    If it help me rendering all the previews soon for the Library then yes , other way I spend a lot of time on that, beside  who need an Exposure level and/or F/Stop bracketing of renders if you have full HDR Canvases, no need of that, Iray render each render as a full HDRI and then give you the one you desire by setting, like a camera sensor do just without the full HDRI light info you wish to have in your raw shots. I am in a stage of building so many tests, changing maps back and forth it is chaos , so simple sand took me all day long , automatic software will not do that how simple it looks at the end especially when it is layered like in DS , oh well maybe one day I go inside the shader tree and build a new one that will do all the tricks easy and render even faster as it already do. 

    Yesterday I plug in texture map set 14000x14000 by accident over 100 Megapixels each , DS chocked on it in a seconds, the limit was reached .

    Making textures is easy but making them behave the way you want is an long trial of errors (in DS)

     

    Sevrin said:

    Maybe check out Render Doctor for repetitive renders.  It's kind of meh for your average users, but it seems like it would be handy for showing shader and materials variations.

    https://www.daz3d.com/render-doctor

     

    It was finally relief to see the actual individual colors of the sand grain on top of the wood shader , without decals, opacity maps, or geo shell for the first time, I guess I made some progress since the first shader pack, simple is beautiful, I am sure Octane can handle it very easy. That opened a window for a new shaders sets. I had some interesting effect result yesterday where the grains collected only into the wood deep "creases " created by its own wood Normal maps just by changing the values.

    We see how the stains layers behave now as it is the complete opposite , I have an idea already but need to be executed today to be sure, more stuff late today

    Sorel said:
    Bruh this is so cool, gonna be fun trying to replicate this in octane

     

  • MEC4DMEC4D Posts: 5,249
    edited August 2020

    BTW one question, yesterday after DS crashed , one of my card was shut down by the system for some reason, I reinstalled it, driver update and now it show in system as working without conflict , however is not visible in DS, Nvidia panel or PS , the light are on but nobody home, any idea what happened ? I hope DS did not killed the GPU yesterday as it shut down after it crashed the system as I heard some stories about the last Nvidia driver  killing GTX cards bellow 10 series , I am scared, how to test if it is ok ? 

    Post edited by MEC4D on
  • MEC4D said:

    BTW one question, yesterday after DS crashed , one of my card was shut down by the system for some reason, I reinstalled it, driver update and now it show in system as working without conflict , however is not visible in DS, Nvidia panel or PS , the light are on but nobody home, any idea what happened ? I hope DS did not killed the GPU yesterday as it shut down after it crashed the system as I heard some stories about the last Nvidia driver  killing GTX cards bellow 10 series , I am scared, how to test if it is ok ? 

    You could try an called GPU-Z. It doesn't need to be installed, just put it in it's own folder and run it.

     

  • MEC4DMEC4D Posts: 5,249

    Thanks, I tested and it even works with render tests in GPU-Z and it worked just not showing the bus, so PCIe is ok .

    the first screen shot is normal working card and the second is the one that don't show in applications but only in the system for comparison , seems like the CUDA is off too and no Bios version .surprise 

    I need to contact EVGA support, and make sure if flashing the card bios can fix it , as it may be the issue here . 

    MEC4D said:

     

    You could try an called GPU-Z. It doesn't need to be installed, just put it in it's own folder and run it.

     

     

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  • SimonJMSimonJM Posts: 5,997

    Ah hell, that does not look good. Have you rebooted the system since this happened. it may take an initialisation of the bus to kick it back into behaving itself.

  • MEC4DMEC4D Posts: 5,249
    edited August 2020

    The system is ok, it was the card , I just tested on another system , I upgraded now with a spare one so R.I.P  $1500 in garbage 

    I always care and monitor my cards, never get above 60C ever and feed with proper power , but the other day when I loaded the 100 megapixels set something goes wrong in DS and the system give me blue screen with the card info code so that is 

    just bad luck I guess , I  hope it never happen again or I knock on Nvidia door for replacement cheeky

    I have bad luck this year with my equipment but lucky enough to be back on track .. so all fine now 

    P.S it is possible that the EVGA  bios for the GPU fail, since it was custom EVGA Hybrid Titan X and much faster than the standard Titan X , who knows when I have more time on my hand I will play with it and see if can be fixed since half of the card working just no Cuda , so flashing the bios my restore it and if not I can keep it for spare parts , like the water cooler and plates / led covers that are still not that cheap . This cards still running for $1499 used as they are great for non gaming usage .

     

    SimonJM said:

    Ah hell, that does not look good. Have you rebooted the system since this happened. it may take an initialisation of the bus to kick it back into behaving itself.

     

    Post edited by MEC4D on
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