MEC4D PBS shaders vol.2 -Released- [Commercial]

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Comments

  • AlexLOAlexLO Posts: 193
    MEC4D said:

     

    Well, it does not work this way , each UV;s are different in scale and I mean the placement of the UVs islands , one are vertical other horizontal other in the side so usning massuments will not work , you need to use your good eye to scale it proper , scale 40 is huge , but start from 0.5 and go up , see the scale on close up for better references so you can see the details and judge on your own if it looking right , you can use texture checker with black and white squares to see how the UVs are as reference , but whatbI do is starting from the lower scale 0.5 and move slowlly up to find the right pattern size , I am preparing my videos about it too so you can see it soon in action , you can also rotate the map inside DS with Layered Image Editor under surface tab

    OK, I've done my first renders using the vol 2 shaders and have a feature request.

    I've used your vol 2 PBR to replace some of the textures & PBR setting in the surfaces tab for the 2 pictures I've attached. The problem I had in doing this is for example on the light blue jeans texture at 1x1 orginal size I have no ideal how that scales to the jeans texture on the Iconic Pants belonging to Guy 7. I simple chose scale up 45x but that was too much, but had I know what the 2x1 original size of the light blue jeans texture was so I could scale that texture a custom size (eg if each 1x1 original size light blue jean texture is actually 2cm x 2cm swatch of ble jeans then I would need to convert the figure out the actual size of the DAZ Iconic Pants in cm and scale up the blue jeans texture by a factor of 2 right?) and also probably I would need to rotate the texture by angle phi before applying, I'm not sure.

    Sorry about the Girl 7 dress. It's a dress called 30edayddresss. It was made for V4 but I haven't bought the needed V4 to G2F SW yet. I think I'd cloth G2F in it & save as a Clothing Preset & then use that preset to cloth G3F.

    I really like the way the satin and the PBR shaders I used for vol 2 turned out for the most part - it's mostly not knowing what scale I need to choose for them.

     

    I don't understand your statement? 'Well, it does not work this way'...

    The tiles you created do have a size and so can be scaled. I asked if they perhaps have a scale of 1cm x 1cm?

    So it would be nice for example for your PBR vol 2 set if one knew what that scale was for each swatch. Like PBR itself, very mundane, repeatable, and scientific:

    Cotton Blue Clean.duf be named Cotton Blue Clean 1cm x 1cm.duf or for whatever scale that swatch is a reference of.

    Burlap grap.duf be named Burlap grap.duf 2 cm x 2 cm.duf or for whatever scale that swtch is a reference of.

    There is nothing artistic about that, simple facts to make the correct decisions when using the product so I needn't rely on guess work or my eye and multiple spot renders on a very marginal old laptop. It's not a lot to ask.

    I can't find the documentation or readme for your product either. I looked in the normal places like Readme's (well normal for DAZ that is) and in the vol 2 folder of your shaders but found no documentation with the string mec4d. I also searched for the string mec4d and didn't find any documentation. I will search again, maybe I missed it.

    Cath is correct. The distance measurments of mm, cm, etc have a bearing on the actual physical model, but the surface of the model, determined by it's material groups and the UV mapping, is independant of that. For example if you scale up V7 200%, the relationship between physical model's size, distance from camera, environment, and other obects would change because of the change in scale. BUT the materials of the skin would still be the "same size", because of the UV mapping across the various material groups. This is why you would get stretched or repeating textures across the torso if you applyed the head textures to it. It's not based on the physical dimensions of the model.  Here's a very basic reference to start delving into the wonderful world of texturing ;-) https://en.wikipedia.org/wiki/UV_mapping

  • JerifeJerife Posts: 272
    edited April 2016

    I'm loving your work on skins; Great tattooes so real!

    But...

    I LOVE those cliffs and the water splashing them... Oh! Wait, "rendered on backdrop" that means they are not 3D?

     

    MEC4D said:

    My barbarian skins lurking for next target lol   no color skin maps just 3 layers of skin epidermis top, fat layer middle and dermis for blood, hair created with Zbrush , rendered on backdrop 

     

    Post edited by Jerife on
  • Jack238Jack238 Posts: 117
    MEC4D said:

    Here one more close up

    click the small thumb for full version 

     

     

    Wow, incredible realism.

  • MEC4DMEC4D Posts: 5,249

    Yea thank you , I did not had anything under hand for the cliffs what is ok .. in production usually people never render everything at once or full scenes just elements in layers . But one day when I have more time I am going to do set in 3D like that for sure , I am working now on a tropical beach set but not Ireland  

    Jerife said:

    I'm loving your work on skins; Great tattooes so real!

    But...

    I LOVE those cliffs and the water splashing them... Oh! Wait, "rendered on backdrop" that means they are not 3D?

     

    MEC4D said:

    My barbarian skins lurking for next target lol   no color skin maps just 3 layers of skin epidermis top, fat layer middle and dermis for blood, hair created with Zbrush , rendered on backdrop 

     

     

  • MEC4DMEC4D Posts: 5,249

    Thanks Jack ! I rendered 25000 iterations in 19 min .. no single photon (noise ) visible  just to see where it goes

    Jack238 said:
    MEC4D said:

    Here one more close up

    click the small thumb for full version 

     

     

    Wow, incredible realism.

     

  • nonesuch00nonesuch00 Posts: 18,142
    edited April 2016
    MEC4D said:

    You asking for something that does not compute , textures are not into scaling measurements it is not a 3D model , you can't use measurements since each UV's layout is different , so if this is a genesis body texture or underwear texture it is all the same  there are not cm to apply , all you have is scaling and nothing else , you select your model material, apply the shader and scale it up or down to match the surface visually , that how we all do and not based on cm , it is not a modeling , I can give you 1m by 1m texture and it will be 1mm on a human nail , all depends of the UV's layout of your model and each time it will be different . If that was the way of doing stuff I will be doing it but it is not as the pants UVs are not measured in cm .

    Everyone that texture sets need to use [ eyes] to match the proportions to the model UV's not the model itself .

    No matter texture or photo, object can appear bigger or smaller if there are no references to see the  scale so zoom in the model with pants and tile the textures up or down to the moment you see the pleasant result , you know what looks ok so trust your intuition and eyes, that is how you work with texturing objects , once you do it a lot you will know it just by looking at this but for that you need more practice so don;t give up , I will not tell you anything else in read me or probably less so first hand support is much better as it is personal to each case . I wish I could sell my practice skills with it for easier workflow 

    MEC4D said:

     

    Well, it does not work this way , each UV;s are different in scale and I mean the placement of the UVs islands , one are vertical other horizontal other in the side so usning massuments will not work , you need to use your good eye to scale it proper , scale 40 is huge , but start from 0.5 and go up , see the scale on close up for better references so you can see the details and judge on your own if it looking right , you can use texture checker with black and white squares to see how the UVs are as reference , but whatbI do is starting from the lower scale 0.5 and move slowlly up to find the right pattern size , I am preparing my videos about it too so you can see it soon in action , you can also rotate the map inside DS with Layered Image Editor under surface tab

    OK, I've done my first renders using the vol 2 shaders and have a feature request.

    I've used your vol 2 PBR to replace some of the textures & PBR setting in the surfaces tab for the 2 pictures I've attached. The problem I had in doing this is for example on the light blue jeans texture at 1x1 orginal size I have no ideal how that scales to the jeans texture on the Iconic Pants belonging to Guy 7. I simple chose scale up 45x but that was too much, but had I know what the 2x1 original size of the light blue jeans texture was so I could scale that texture a custom size (eg if each 1x1 original size light blue jean texture is actually 2cm x 2cm swatch of ble jeans then I would need to convert the figure out the actual size of the DAZ Iconic Pants in cm and scale up the blue jeans texture by a factor of 2 right?) and also probably I would need to rotate the texture by angle phi before applying, I'm not sure.

    Sorry about the Girl 7 dress. It's a dress called 30edayddresss. It was made for V4 but I haven't bought the needed V4 to G2F SW yet. I think I'd cloth G2F in it & save as a Clothing Preset & then use that preset to cloth G3F.

    I really like the way the satin and the PBR shaders I used for vol 2 turned out for the most part - it's mostly not knowing what scale I need to choose for them.

     

    I don't understand your statement? 'Well, it does not work this way'...

    The tiles you created do have a size and so can be scaled. I asked if they perhaps have a scale of 1cm x 1cm?

    So it would be nice for example for your PBR vol 2 set if one knew what that scale was for each swatch. Like PBR itself, very mundane, repeatable, and scientific:

    Cotton Blue Clean.duf be named Cotton Blue Clean 1cm x 1cm.duf or for whatever scale that swatch is a reference of.

    Burlap grap.duf be named Burlap grap.duf 2 cm x 2 cm.duf or for whatever scale that swtch is a reference of.

    There is nothing artistic about that, simple facts to make the correct decisions when using the product so I needn't rely on guess work or my eye and multiple spot renders on a very marginal old laptop. It's not a lot to ask.

    I can't find the documentation or readme for your product either. I looked in the normal places like Readme's (well normal for DAZ that is) and in the vol 2 folder of your shaders but found no documentation with the string mec4d. I also searched for the string mec4d and didn't find any documentation. I will search again, maybe I missed it.

     

    No you can use and do use measurements and all the modelers do or the model and textures would not exist to begin with as they are all man-made objects, UVs or not. Matching the model visually is not realiable, not repeatable, and not needed besides your viewport isn't rendering to iRay output anyway you can't even do that. It flies in the face of the entire PBR concept. Also, there are people with visual impairments or smaller monitors with lesser CPUs and GPUs that prefer more reliable methods than being told to eye it visually.

    https://www.daz3d.com/measure-metrics-for-daz-studio

    So your textures have been created, the lay on the disk saved, and so are measured and so they have a scale.Since the models & UVs change scale relative to the scale you've used we need to know the size of your PBRs swatches to scale them appropriately.

    If you haven't measured your swatches fine, there are ways of determining the resolution of the source material and calculating their scale from that but in a product such as this you'd expect a scale for the swatches.

    Sorry, where are the readmes & documentation? Thanks.

    Post edited by nonesuch00 on
  • AlexLOAlexLO Posts: 193
    MEC4D said:

    You asking for something that does not compute , textures are not into scaling measurements it is not a 3D model , you can't use measurements since each UV's layout is different , so if this is a genesis body texture or underwear texture it is all the same  there are not cm to apply , all you have is scaling and nothing else , you select your model material, apply the shader and scale it up or down to match the surface visually , that how we all do and not based on cm , it is not a modeling , I can give you 1m by 1m texture and it will be 1mm on a human nail , all depends of the UV's layout of your model and each time it will be different . If that was the way of doing stuff I will be doing it but it is not as the pants UVs are not measured in cm .

    Everyone that texture sets need to use [ eyes] to match the proportions to the model UV's not the model itself .

    No matter texture or photo, object can appear bigger or smaller if there are no references to see the  scale so zoom in the model with pants and tile the textures up or down to the moment you see the pleasant result , you know what looks ok so trust your intuition and eyes, that is how you work with texturing objects , once you do it a lot you will know it just by looking at this but for that you need more practice so don;t give up , I will not tell you anything else in read me or probably less so first hand support is much better as it is personal to each case . I wish I could sell my practice skills with it for easier workflow 

    MEC4D said:

     

    Well, it does not work this way , each UV;s are different in scale and I mean the placement of the UVs islands , one are vertical other horizontal other in the side so usning massuments will not work , you need to use your good eye to scale it proper , scale 40 is huge , but start from 0.5 and go up , see the scale on close up for better references so you can see the details and judge on your own if it looking right , you can use texture checker with black and white squares to see how the UVs are as reference , but whatbI do is starting from the lower scale 0.5 and move slowlly up to find the right pattern size , I am preparing my videos about it too so you can see it soon in action , you can also rotate the map inside DS with Layered Image Editor under surface tab

    OK, I've done my first renders using the vol 2 shaders and have a feature request.

    I've used your vol 2 PBR to replace some of the textures & PBR setting in the surfaces tab for the 2 pictures I've attached. The problem I had in doing this is for example on the light blue jeans texture at 1x1 orginal size I have no ideal how that scales to the jeans texture on the Iconic Pants belonging to Guy 7. I simple chose scale up 45x but that was too much, but had I know what the 2x1 original size of the light blue jeans texture was so I could scale that texture a custom size (eg if each 1x1 original size light blue jean texture is actually 2cm x 2cm swatch of ble jeans then I would need to convert the figure out the actual size of the DAZ Iconic Pants in cm and scale up the blue jeans texture by a factor of 2 right?) and also probably I would need to rotate the texture by angle phi before applying, I'm not sure.

    Sorry about the Girl 7 dress. It's a dress called 30edayddresss. It was made for V4 but I haven't bought the needed V4 to G2F SW yet. I think I'd cloth G2F in it & save as a Clothing Preset & then use that preset to cloth G3F.

    I really like the way the satin and the PBR shaders I used for vol 2 turned out for the most part - it's mostly not knowing what scale I need to choose for them.

     

    I don't understand your statement? 'Well, it does not work this way'...

    The tiles you created do have a size and so can be scaled. I asked if they perhaps have a scale of 1cm x 1cm?

    So it would be nice for example for your PBR vol 2 set if one knew what that scale was for each swatch. Like PBR itself, very mundane, repeatable, and scientific:

    Cotton Blue Clean.duf be named Cotton Blue Clean 1cm x 1cm.duf or for whatever scale that swatch is a reference of.

    Burlap grap.duf be named Burlap grap.duf 2 cm x 2 cm.duf or for whatever scale that swtch is a reference of.

    There is nothing artistic about that, simple facts to make the correct decisions when using the product so I needn't rely on guess work or my eye and multiple spot renders on a very marginal old laptop. It's not a lot to ask.

    I can't find the documentation or readme for your product either. I looked in the normal places like Readme's (well normal for DAZ that is) and in the vol 2 folder of your shaders but found no documentation with the string mec4d. I also searched for the string mec4d and didn't find any documentation. I will search again, maybe I missed it.

     

    No you can use and do use measurements and all the modelers do or the model and textures would not exist to begin with as they are all man-made objects, UVs or not. Matching the model visually is not realiable, not repeatable, and not needed besides your viewport isn't rendering to iRay output anyway you can't even do that. It flies in the face of the entire PBR concept. Also, there are people with visual impairments or smaller monitors with lesser CPUs and GPUs that prefer more reliable methods than being told to eye it visually.

    https://www.daz3d.com/measure-metrics-for-daz-studio

    So your textures have been created, the lay on the disk saved, and so are measured and so they have a scale.Since the models & UVs change scale relative to the scale you've used we need to know the size of your PBRs swatches to scale them appropriately.

    If you haven't measured your swatches fine, there are ways of determining the resolution of the source material and calculating their scale from that but in a product such as this you'd expect a scale for the swatches.

    Sorry, where are the readmes & documentation? Thanks.

    Just to let you know that tool you linked to is for physical measurements to help scale the model in relation to other objects and get a "real-world" proportion, not for texturing.  And to end the back & forth, 1) These are shaders that MEC4D has created, not textures, made to be used on any model regardless of UV & scale, and because of that they have to be adjusted manually to yield the best result for the individual artist.  2) The various types of UV cordinate mapping are independant of the physical distance scale of the model. 3) Every 3D painting software program, PBR based or not doesn't rely on a fixed measure, as each material needs to be scaled visually along with the brushes used to match the scale of painted objects and desired visual effect. Even if you have the measuments of the swatches you still need to scale it based on "real world" visual references as math will not do this justice in DS. The values of the shaders are Physically Based yes, but we can still take much artistic license in how we apply them & on what we apply them, as the muse guides ;-)

    Can you use distance measurments to help easily scale textures? Yes, if the texturing was made with a specific model's physical measurments in mind, for example a properly UV mapped 10 x 10 wall (inches feet meters, pick your scale) with bricks 10 across & 5 down. a 2:1 ratio. you can then use math to multiply your scaling to maintain, double, or halve the ratio, or whatever you want. The way you want it to look is still what will drive your desired scaling number.  This is why learning basics like UV cordinate space, vertex modeling, etc will only help you as you learn more about the wonderful world of 3D.

  • JerifeJerife Posts: 272

    Studying cloth shaders now to apply them to sails. The model is HMS Victory, Daz Original and Dreamscape-Creations. I do a render with ALL in scene default shaders translated/converted to iRay.

    Nice sails with their stitches visible but with obvious lack of translucency. It is heavy cloth as sails were. 

    I try Cotton White Clean ; too white too clean. Cotton White Dirt with different scales; Never would the UK’s Royal Navy allow that “White” on a ship. Cotton Yellow Clean could be but I find that Cotton Organic 45x45 could be the correct base.

    Wow Cath, I love the speed at which all your shaders render

     

    Al agua 00 redux.jpg
    3000 x 1687 - 7M
    Al agua 03 Sails test Pure cotton redux.jpg
    3000 x 1687 - 6M
    Al agua 07 Sails test Cotton Organic 45x45 redux.jpg
    3000 x 1687 - 5M
  • JerifeJerife Posts: 272
    edited April 2016

    But what I want is your shader with the original stitches and I try to have them first with the Cotton White Clean.

    Sail0 and Sail02 have applied Cotton White Clean default.

    I use the image provided by the ship creator:  Sail1, Sail3 and Sail2H have their corresponding HMSV_Sail texture both in base colour and Translucency colour. They have also a NormalMap (lousy one as it is made from the image texture and not from XNormal) in the open slot for another height map which in this shader is in the top coat set to 3.

    SAILS has your shader and the Normal but not images on Base and Translucency

    Al agua 02 Sails test texto redux.jpg
    3000 x 1687 - 6M
    Post edited by Jerife on
  • JerifeJerife Posts: 272

    Procedural cloth is awesome; 025 has nice strips that could fake the stitches and 061 horizontal ones. Love them

    Al agua 09 Sails test Procedural cloth 025 redux.jpg
    3000 x 1687 - 7M
    Al agua 10 Sails test Procedural cloth 061 redux.jpg
    3000 x 1687 - 6M
  • nonesuch00nonesuch00 Posts: 18,142
    Jerife said:

    Procedural cloth is awesome; 025 has nice strips that could fake the stitches and 061 horizontal ones. Love them

    Now you're starting to get that canvas look you need. smiley

  • JerifeJerife Posts: 272

    Nope. SAILS is what is more accurate to what I want following Caths TIP; use another NormalMap on top of provided

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    Everywhere in each program everyone need to scale manually  and have to eyeball shaders to match own models UVs , there is not magic button , if there was one I would make it , Look on the renders of Jerife that used t-shirt clothing on sails , if there was real any measurements you can''t do that , beside volumetric shaders and water that was set already to match the Genesis world scale without tilling , anything else need tiling , it is the same in all shaders people sell and nothing else on the market , you still need to do that manually even if you have the proportions as each UVs are different , like with genesis head and the body , where the  head has bigger scale UVs than the body so one centimeter of skin  will not apply the same way to each body parts still the model is 6 feet and head need more skin than the body in UV's proportions and that what I am talking about . I hope you understand , as it is not hard to understand , and if you don't then apply one texture to genesis at 1:1 to see the difference , but I am sure you found that already for  that reason setting the shader measurements will not help here to do the job faster and eliminating manual adjustment .

    Beside metals you can still see a lot of shaders in the viewport , procedural shaders not at all but again it is your equipment you working with not Nvidia fault, you try to make better art with stuff you have and that is what  count , I can even rotate Stonemason Lake using CPU in small viewport and my processor is 3 years old . When I testing things out I just scale the viewport very small for the material for fast updates as I don;t want my cards to run all days long and usually select just one card , one year ago I had just GTX 760 not 2 Titans X, and little before that GTX 460 on my laptop and I still rocket Octane , but all you need is patience and worse thing was that Octane need to run all time to do adjustments to the shaders so I was there and feel you on that !

     

    Post edited by Richard Haseltine on
  • MEC4DMEC4D Posts: 5,249

    That is nice progress, I like the first render with the burlap or organic cotton as it was indeed not white color 

    TIP ...How to replace the fabric shader with original textures , Apply the white cotton ,  then load the original Sails color textures under Base color and under Translucent color and leave everything else as it is and you should have it all perfect you want with the original textures, you can use also the original Sails normal or  bump  maps no problem it will not affect the result

    Good job you are peeking up fast on everything and I can see the results each time ! Well done

    Jerife said:

    But what I want is your shader with the original stitches and I try to have them first with the Cotton White Clean.

    Sail0 and Sail02 have applied Cotton White Clean default.

    I use the image provided by the ship creator:  Sail1, Sail3 and Sail2H have their corresponding HMSV_Sail texture both in base colour and Translucency colour. They have also a NormalMap (lousy one as it is made from the image texture and not from XNormal) in the open slot for another height map which in this shader is in the top coat set to 3.

    SAILS has your shader and the Normal but not images on Base and Translucency

     

  • barbultbarbult Posts: 24,260

    Cath, I'd really like to play with these, but the link you sent me expired before I got back from vacation, and Daz has not added the product to my library. Could you please give me a new link where I can download them as prize for participating in the St. Patrick's Day contest? smiley

  • MEC4DMEC4D Posts: 5,249

    I was expecting it will expire, going to send you the new password right now

    AND WELCOME BACK !  you was missed around ! 

    barbult said:

    Cath, I'd really like to play with these, but the link you sent me expired before I got back from vacation, and Daz has not added the product to my library. Could you please give me a new link where I can download them as prize for participating in the St. Patrick's Day contest? smiley

     

  • SorelSorel Posts: 1,395

    Did a more detailed scene now. Used mostly metals from volume 2.  Ok next one I am definitely going to do a more nature one.

  • HoMartHoMart Posts: 480

    was playing with Daz last night - and ended with this scene.

    Added MEC3D´s "alien skin" to the Alien, then I remembered she wrote in this treat about putting the characters original base maps to the translucency color ...

    changed all shaders on the car too ..

     

     

    2OT - geen-alien-IRAY-unchanged.jpg
    2000 x 2000 - 389K
    2OT - geen-alien-IRAY-MEC4D-PBS_001.jpg
    2000 x 2000 - 410K
    2OT - geen-alien-IRAY-MEC4D-PBS_002.jpg
    2000 x 2000 - 438K
  • JerifeJerife Posts: 272

    Wow Sorel! What a great render. Is that Octane?

     

    MEC4D said:

    That is nice progress, I like the first render with the burlap or organic cotton as it was indeed not white color 

    TIP ...How to replace the fabric shader with original textures , Apply the white cotton ,  then load the original Sails color textures under Base color and under Translucent color and leave everything else as it is and you should have it all perfect you want with the original textures, you can use also the original Sails normal or  bump  maps no problem it will not affect the result

    Good job you are peeking up fast on everything and I can see the results each time ! Well done

    Blush! blush Thanks Cath

    So here it is; Organic base with original sail textures on Base color and Translucency color, the rest unchanged 

    Al agua 12 Sails test Organic Cotton with image textures redux.jpg
    3000 x 1687 - 6M
  • JeremyDJeremyD Posts: 265
    MEC4D said:

    Here one more close up

    click the small thumb for full version 

    Incredible.

    How do you get that nice effect that lights up the XII on the watchface? 

  • nonesuch00nonesuch00 Posts: 18,142
    Jerife said:

    Nope. SAILS is what is more accurate to what I want following Caths TIP; use another NormalMap on top of provided

    https://en.wikipedia.org/wiki/Sailcloth

    wight help you. Hemp or flax canvas was tradition.

  • MEC4DMEC4D Posts: 5,249

    That is nice one I love it ! so much details  

    Sorel said:

    Did a more detailed scene now. Used mostly metals from volume 2.  Ok next one I am definitely going to do a more nature one.

     

  • MEC4DMEC4D Posts: 5,249

    That's cute little guy , is that Polish;s new mini car ?  

    HoMart said:

    was playing with Daz last night - and ended with this scene.

    Added MEC3D´s "alien skin" to the Alien, then I remembered she wrote in this treat about putting the characters original base maps to the translucency color ...

    changed all shaders on the car too ..

     

     

     

  • MEC4DMEC4D Posts: 5,249

    Perfection ! well done ! the fabric now look thick as it should still translucent to a level.. 

    Jerife said:

    Wow Sorel! What a great render. Is that Octane?

     

    MEC4D said:

    That is nice progress, I like the first render with the burlap or organic cotton as it was indeed not white color 

    TIP ...How to replace the fabric shader with original textures , Apply the white cotton ,  then load the original Sails color textures under Base color and under Translucent color and leave everything else as it is and you should have it all perfect you want with the original textures, you can use also the original Sails normal or  bump  maps no problem it will not affect the result

    Good job you are peeking up fast on everything and I can see the results each time ! Well done

    Blush! blush Thanks Cath

    So here it is; Organic base with original sail textures on Base color and Translucency color, the rest unchanged 

     

  • SorelSorel Posts: 1,395
    Jerife said:

    Wow Sorel! What a great render. Is that Octane?

     

    MEC4D said:

    That is nice progress, I like the first render with the burlap or organic cotton as it was indeed not white color 

    TIP ...How to replace the fabric shader with original textures , Apply the white cotton ,  then load the original Sails color textures under Base color and under Translucent color and leave everything else as it is and you should have it all perfect you want with the original textures, you can use also the original Sails normal or  bump  maps no problem it will not affect the result

    Good job you are peeking up fast on everything and I can see the results each time ! Well done

    Blush! blush Thanks Cath

    So here it is; Organic base with original sail textures on Base color and Translucency color, the rest unchanged 

    Thanks, it is indeed rendered in Octane.  And as Cath said too, those sails look awesome. 

  • MEC4DMEC4D Posts: 5,249

    Thanks, it was bloom filter in Iray, and since I use my own physical camera and I guess chromatic aberrations kick in by the angle of reflection from the gold creating a flare , I use HDR for the ambient , on side point light  behind .spot light

    JeremyD said:
    MEC4D said:

    Here one more close up

    click the small thumb for full version 

    Incredible.

    How do you get that nice effect that lights up the XII on the watchface? 

     

  • MEC4DMEC4D Posts: 5,249

    TIP When you change the color on the procedural fabric make sure you not get above 186-187 brightness intensity of the color  or it will burn the render .

    Jerife said:

    Procedural cloth is awesome; 025 has nice strips that could fake the stitches and 061 horizontal ones. Love them

     

  • RAMWolffRAMWolff Posts: 10,212
    MEC4D said:

    Thanks ! 

    FusionLA said:
    MEC4D said:

    meet my virtual assistant for beta testing my skin shaders , this one is blend between color texture and shader

    backdrop from primitives and vol2 shaders

    This is going to be a game changer for skin quality sold here...
    The new Mei Lin 7 skin is very nice, but this is looking super impressive already!t

    I don't know yet Richard as it is still work in progress and there is not easy forkflow to recreate it unless people have good skills and know what to do with it or it is not going to work , and plug in old textures will  not work as you need to recretate the 3 layers that final texture is made of , the shader generate the final skin , I still lookinng for easier way to use the old textures in but there is not much of them around that will works .. this is very sensitive to any changes , one wrong value or map and everythinng turning into nothing , I need to work more with and find the best and easy workflow first so give me some time as many tests are ahead of me

    RAMWolff said:

    Will the skin be set up as a merchant resource or only for personal use?  It looks AMAZBALLS HONEY!  surprise

    Well, it does not work this way , each UV;s are different in scale and I mean the placement of the UVs islands , one are vertical other horizontal other in the side so usning massuments will not work , you need to use your good eye to scale it proper , scale 40 is huge , but start from 0.5 and go up , see the scale on close up for better references so you can see the details and judge on your own if it looking right , you can use texture checker with black and white squares to see how the UVs are as reference , but whatbI do is starting from the lower scale 0.5 and move slowlly up to find the right pattern size , I am preparing my videos about it too so you can see it soon in action , you can also rotate the map inside DS with Layered Image Editor under surface tab

    OK, I've done my first renders using the vol 2 shaders and have a feature request.

    I've used your vol 2 PBR to replace some of the textures & PBR setting in the surfaces tab for the 2 pictures I've attached. The problem I had in doing this is for example on the light blue jeans texture at 1x1 orginal size I have no ideal how that scales to the jeans texture on the Iconic Pants belonging to Guy 7. I simple chose scale up 45x but that was too much, but had I know what the 2x1 original size of the light blue jeans texture was so I could scale that texture a custom size (eg if each 1x1 original size light blue jean texture is actually 2cm x 2cm swatch of ble jeans then I would need to convert the figure out the actual size of the DAZ Iconic Pants in cm and scale up the blue jeans texture by a factor of 2 right?) and also probably I would need to rotate the texture by angle phi before applying, I'm not sure.

    Sorry about the Girl 7 dress. It's a dress called 30edayddresss. It was made for V4 but I haven't bought the needed V4 to G2F SW yet. I think I'd cloth G2F in it & save as a Clothing Preset & then use that preset to cloth G3F.

    I really like the way the satin and the PBR shaders I used for vol 2 turned out for the most part - it's mostly not knowing what scale I need to choose for them.

     

    Thank you Cath, I understand.  Hope you can find a working solution.  I keep seeing Bake information into maps within Studio.  Is this possible and then to save out the maps or just for inside of Studio only?

  • MEC4DMEC4D Posts: 5,249

    Iray is unbiased rendering you can't bake textures  , it would take forever in a loop and there is not possible for the photons to baunce , but you can bake shaders in 3DL I did often before but they are fuzzy not really quality , I am using it still to bake out my color IDs for materiaks for texturing .and before iray for AO maps . I wish Iray has a bake function especially for procedural shaders that you can export , but I give you a tip, you can still render it on a square plane using top camera but you need to set the glossy and specular off as you don;t need that in your maps nowhere . Load the base material  on a square that is on the ground, selectt top camera view, zoom in exactly to match your render dimension and render as big you need .. problem solved for procedural shaders..

    RAMWolff said:
    MEC4D said:

    Thanks ! 

    FusionLA said:
    MEC4D said:

    meet my virtual assistant for beta testing my skin shaders , this one is blend between color texture and shader

    backdrop from primitives and vol2 shaders

    This is going to be a game changer for skin quality sold here...
    The new Mei Lin 7 skin is very nice, but this is looking super impressive already!t

    I don't know yet Richard as it is still work in progress and there is not easy forkflow to recreate it unless people have good skills and know what to do with it or it is not going to work , and plug in old textures will  not work as you need to recretate the 3 layers that final texture is made of , the shader generate the final skin , I still lookinng for easier way to use the old textures in but there is not much of them around that will works .. this is very sensitive to any changes , one wrong value or map and everythinng turning into nothing , I need to work more with and find the best and easy workflow first so give me some time as many tests are ahead of me

    RAMWolff said:

    Will the skin be set up as a merchant resource or only for personal use?  It looks AMAZBALLS HONEY!  surprise

    Well, it does not work this way , each UV;s are different in scale and I mean the placement of the UVs islands , one are vertical other horizontal other in the side so usning massuments will not work , you need to use your good eye to scale it proper , scale 40 is huge , but start from 0.5 and go up , see the scale on close up for better references so you can see the details and judge on your own if it looking right , you can use texture checker with black and white squares to see how the UVs are as reference , but whatbI do is starting from the lower scale 0.5 and move slowlly up to find the right pattern size , I am preparing my videos about it too so you can see it soon in action , you can also rotate the map inside DS with Layered Image Editor under surface tab

    OK, I've done my first renders using the vol 2 shaders and have a feature request.

    I've used your vol 2 PBR to replace some of the textures & PBR setting in the surfaces tab for the 2 pictures I've attached. The problem I had in doing this is for example on the light blue jeans texture at 1x1 orginal size I have no ideal how that scales to the jeans texture on the Iconic Pants belonging to Guy 7. I simple chose scale up 45x but that was too much, but had I know what the 2x1 original size of the light blue jeans texture was so I could scale that texture a custom size (eg if each 1x1 original size light blue jean texture is actually 2cm x 2cm swatch of ble jeans then I would need to convert the figure out the actual size of the DAZ Iconic Pants in cm and scale up the blue jeans texture by a factor of 2 right?) and also probably I would need to rotate the texture by angle phi before applying, I'm not sure.

    Sorry about the Girl 7 dress. It's a dress called 30edayddresss. It was made for V4 but I haven't bought the needed V4 to G2F SW yet. I think I'd cloth G2F in it & save as a Clothing Preset & then use that preset to cloth G3F.

    I really like the way the satin and the PBR shaders I used for vol 2 turned out for the most part - it's mostly not knowing what scale I need to choose for them.

     

    Thank you Cath, I understand.  Hope you can find a working solution.  I keep seeing Bake information into maps within Studio.  Is this possible and then to save out the maps or just for inside of Studio only?

     

  • L'AdairL'Adair Posts: 9,479

    Newbie question here, (and yes, after a mere 1.5 years toying with DAZ, I'm still a newbie in so many ways...)

    What is the difference between "Fabric" and "Procedural Fabric"?

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