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

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Comments

  • RAMWolffRAMWolff Posts: 10,212

    That's an awesome tip Cath.  thank you! 

  • HoMartHoMart Posts: 480
    MEC4D said:

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

    Yes, youre right - its "Mini Car Nino"

    I´d love to have one in RL - but, living in one City Centre without own carport, I´d have to throw a powercord from 1st floor to charge it ... crying

    foregot to write - I used "Lekkulion" Mat3 in the translucency of the "grey Alien"

  • Richard HaseltineRichard Haseltine Posts: 101,077
    L'Adair said:

    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"?

    Procedural usually means something that is generated from data not a texture (or geometry, in other situations) - the advantage being that a procedural material is scalable without risking loss of quality and has a much smaller memory requirement.

  • barbultbarbult Posts: 24,260
    MEC4D said:

    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

     

    Thank you for the new link and password. I have downloaded and installed them. I reimported the metadata and it seems to be working fine. smiley

  • MEC4DMEC4D Posts: 5,249

    As Richard said already .. 

    L'Adair said:

    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"?

     

  • L'AdairL'Adair Posts: 9,479
    L'Adair said:

    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"?

    Procedural usually means something that is generated from data not a texture (or geometry, in other situations) - the advantage being that a procedural material is scalable without risking loss of quality and has a much smaller memory requirement.

    Thank you. And thanks for an easy to understand explanation.

  • JerifeJerife Posts: 272
    edited April 2016

    Done, 135 iterations on 2:43 hours on an Asus Laptop W10 with an Intel i7, 8gb Ram and only one NVidia card GeForce 740M. 

    As I said incredible fast shaders to render!

    I made the Pier with Vol 2 wood shaders but I am not very satified even though I used the two NormalMaps tip, have to test scaling more, so I am already saving for vol 4 (Nice woods one, right?) Metals are Brass Shell. To use vol 2 tiles for the pier roof I made a mask and used it on a geoshell as all the roof and the pinnacle is one shading domain only.

    6000x3373 downloadble image here: http://jerife.deviantart.com/art/HMSVictory-from-the-Pier-602296988

    Al agua 13 HMSVictory from the Pier redux.jpg
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    Post edited by Jerife on
  • MelanieLMelanieL Posts: 7,401
    edited April 2016

    Finally had the chance to play a little with these. Not trying to win any prizes for artistic merit with these, but I'm impressed how quickly they render. I maybe should have given the glass a bit more time (this was 95% convergence).  I think I'm going to love using these laugh

    The spiders are using a variety of metal and plastic shaders. The scene uses from architectural and painted ones, fabrics, plus glass and red wine.

    Edit to fix typos.

    March-of-the-Robo-Spiders.jpg
    768 x 1024 - 785K
    Terrace-Life.jpg
    768 x 1024 - 623K
    Post edited by MelanieL on
  • nicsttnicstt Posts: 11,715
    Jerife said:

    Done, 135 iterations on 2:43 hours on an Asus Laptop W10 with an Intel i7, 8gb Ram and only one NVidia card GeForce 740M. 

    As I said incredible fast shaders to render!

    I made the Pier with Vol 2 wood shaders but I am not very satified even though I used the two NormalMaps tip, have to test scaling more, so I am already saving for vol 4 (Nice woods one, right?) Metals are Brass Shell. To use vol 2 tiles for the pier roof I made a mask and used it on a geoshell as all the roof and the pinnacle is one shading domain only.

    6000x3373 downloadble image here: http://jerife.deviantart.com/art/HMSVictory-from-the-Pier-602296988

    Wow very impressive.

  • MEC4DMEC4D Posts: 5,249

    Very nice done, the wood need to be scaled down not up in your render ,  try to use horizontal tile value bigger than vertical to get the plank effect  , you can also change slightly the diffuse color to give it a varnish effect

    the render would be much faster done but it take a lot on the water and I guess displacement , I need to make a sea water shader for waves so you can use higher normal or displacement  with  less water destruction on the surface , if you use the water from vol.2 you can reduce the SSS amount and set the SSS Directions to higher 0.50 or 0.90 for faster calculation of the iterations

    Jerife said:

    Done, 135 iterations on 2:43 hours on an Asus Laptop W10 with an Intel i7, 8gb Ram and only one NVidia card GeForce 740M. 

    As I said incredible fast shaders to render!

    I made the Pier with Vol 2 wood shaders but I am not very satified even though I used the two NormalMaps tip, have to test scaling more, so I am already saving for vol 4 (Nice woods one, right?) Metals are Brass Shell. To use vol 2 tiles for the pier roof I made a mask and used it on a geoshell as all the roof and the pinnacle is one shading domain only.

    6000x3373 downloadble image here: http://jerife.deviantart.com/art/HMSVictory-from-the-Pier-602296988

     

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    very nice ! I love the cloth very authentic photo feel to it and very cool spiders  , also the bricks on the floor cool idea, I think you forgot to set Thin Walled ON as the glass seems not to be volumetric or the wine  , looks like thin glass to me , use the Soda Lime glass it is my favorite and of course if your system allow then Caustic but can slow down the process a little

    P.S also if you want the cloth to pass the light (Transmit to the other side below ) a little bit simulating thinner cloth then set the Scatter  to Scatter and Transmit under Translucent it will allow back scattering of the light on materials below the cloth , great for thin curtains and light clothing like thin cotton or satin 

    MelanieL said:

    Finally had the chance to play a little with these. Not trying to win any prizes for artistic merit with these, but I'm impressed how quickly they render. I maybe should have given the glass a bit more time (this was 95% convergence).  I think I'm going to love using these laugh

    The spiders are using a variety of metal and plastic shaders. The scene uses from architectural and painted ones, fabrics, plus glass and red wine.

    Edit to fix typos.

     

    Post edited by MEC4D on
  • JerifeJerife Posts: 272
    MEC4D said:

    Very nice done, the wood need to be scaled down not up in your render ,  try to use horizontal tile value bigger than vertical to get the plank effect  , you can also change slightly the diffuse color to give it a varnish effect

    the render would be much faster done but it take a lot on the water and I guess displacement , I need to make a sea water shader for waves so you can use higher normal or displacement  with  less water destruction on the surface , if you use the water from vol.2 you can reduce the SSS amount and set the SSS Directions to higher 0.50 or 0.90 for faster calculation of the iterations

    Thanks, I will scale down and alter the ratio.

    No displacement, the water is your Fern Lake volumetric water with your Normal, clear tweaked, mounted on a 'Deep water prop' I made, essentially a black box containing the water body mass scaled A LOT on x and z axis and enough in the y one. Here is at Horizontal tiles 10 vertical 30 and some vertical offset. The time is ok considering is only a laptop and you know dinner time in Spain is done with calm wink

    Have not tried yet vol 2 waters but thats on the list, lol 

    Thanks for your compliment Nicstt but is nothing beside your watch. (I've started learning Blender and know how hard to do was your great Omega)

  • Oso3DOso3D Posts: 15,015

    Here we go, almost completely vol2 shaders (except for emissives, and with a few tweaks here or there)

    (click for full image... which is a bit large)

     

  • JeremyDJeremyD Posts: 265
    MEC4D said:

    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? 

     


    Good tip, I'll have to check out the bloom filter. 

  • MEC4DMEC4D Posts: 5,249

    That is indeed not from this world ! surreal !  you forgot to add your cool wasps wink

    Here we go, almost completely vol2 shaders (except for emissives, and with a few tweaks here or there)

     

    (click for full image... which is a bit large)

     

     

  • MEC4DMEC4D Posts: 5,249

    You can do a lot of nice effects with from glare reflections to atmospheric effects  

    JeremyD said:
    MEC4D said:

    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? 

     


    Good tip, I'll have to check out the bloom filter. 

     

  • MelanieLMelanieL Posts: 7,401
    MEC4D said:

    very nice ! I love the cloth very authentic photo feel to it and very cool spiders  , also the bricks on the floor cool idea, I think you forgot to set Thin Walled ON as the glass seems not to be volumetric or the wine  , looks like thin glass to me , use the Soda Lime glass it is my favorite and of course if your system allow then Caustic but can slow down the process a little

    P.S also if you want the cloth to pass the light (Transmit to the other side below ) a little bit simulating thinner cloth then set the Scatter  to Scatter and Transmit under Translucent it will allow back scattering of the light on materials below the cloth , great for thin curtains and light clothing like thin cotton or satin

    MelanieL said:

    Finally had the chance to play a little with these. Not trying to win any prizes for artistic merit with these, but I'm impressed how quickly they render. I maybe should have given the glass a bit more time (this was 95% convergence).  I think I'm going to love using these laugh

    The spiders are using a variety of metal and plastic shaders. The scene uses from architectural and painted ones, fabrics, plus glass and red wine.

    Edit to fix typos.

     

    Aagh! You're right about the glass of course blush Thanks for the tips - I'll be sure to try them.

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    I was cooking today in Zbrush Cookware to use for my new shader product Pure Metals

    and here is the result , it took me 12 hours from modeling to final render

    Click for big resolution 

     

    cookware_mec4d_iray_render2016.jpg
    1920 x 720 - 632K
    Post edited by Cris Palomino on
  • barbultbarbult Posts: 24,260
    edited April 2016

    I played with some of the cloth shaders. The one with the woods in the background uses an HDRI from Aversis.

    G3M Just Josh Mec4D vol 2 cloth.duf.jpg
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    Vacation Paradise Mec4D vol 2 cloth black and white.jpg
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    Vacation Paradise Mec4D vol 2 cloth.jpg
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    Post edited by barbult on
  • MEC4DMEC4D Posts: 5,249

    Very nice @barbult even the procedural zebras and t-shirt look cool , all just the way it should be .. sorry no Tips for you  you know it all already cheeky

    barbult said:

    I played with some of the cloth shaders. The one with the woods in the background uses an HDRI from Aversis.

     

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    I still having fun rendering pans lol 

    this time for the country lovers , brushed copper, smoked glass lids and a touch of brass wink

    click for higher resolution

     

    rustic cookware mec4d 2016.jpg
    1920 x 720 - 534K
    Post edited by Chohole on
  • RAMWolffRAMWolff Posts: 10,212

    LOVE the copper pots and lids.  YUMMY

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    I knew you will , it is out of the box set .. it will be one of my freebies for my end of June celebration . 

    RAMWolff said:

    LOVE the copper pots and lids.  YUMMY

     

    Post edited by MEC4D on
  • RAMWolffRAMWolff Posts: 10,212

    Yea, so you know I'm a country boy that lived in the big city and hated it!  lmao

  • MEC4DMEC4D Posts: 5,249

    LOL  .. I hate it too but no choice ..  and I never lived in the country but I always wanted because I was born to be wild IMAO

    RAMWolff said:

    Yea, so you know I'm a country boy that lived in the big city and hated it!  lmao

     

  • VhardamisVhardamis Posts: 576

    That copper version is amazing. Real pans never looked so good.

  • nicsttnicstt Posts: 11,715
    Vhardamis said:

    That copper version is amazing. Real pans never looked so good.

    That's because copper pans suck to clean.

     

    Those look amazing, Cath.

  • SzarkSzark Posts: 10,634

    Here you go Cath as promised

    The only things not pimped with you shaders ares Stefans Utopia Deck, skin and sandal soles.

    Most shaders had scaling adjusted to 1x1 as I used my own normal maps. Some had scaling up to 50x50 like the beads on the hair...I used the Palm trunk shader with the normal strength turned down..

     

    H 4 copy.jpg
    1600 x 2263 - 2M
  • MEC4DMEC4D Posts: 5,249

    Thank you, my favorite too so far 

    Vhardamis said:

    That copper version is amazing. Real pans never looked so good.

    I know they do I had couple of them back in Europe then decided to spray it with anti oxidation layer and keept as kitchen decoration

    Thanks !

    nicstt said:
    Vhardamis said:

    That copper version is amazing. Real pans never looked so good.

    That's because copper pans suck to clean.

     

    Those look amazing, Cath.

     

  • MEC4DMEC4D Posts: 5,249

    Thanks for sharing Pete, I see the tank shader on his armor the scale did create fading effect  and clever usage of the palm shader, I TRIED it also on the fibers as it looks like hair under electronic microscope with the cuticles  

    Szark said:

    Here you go Cath as promised

    The only things not pimped with you shaders ares Stefans Utopia Deck, skin and sandal soles.

    Most shaders had scaling adjusted to 1x1 as I used my own normal maps. Some had scaling up to 50x50 like the beads on the hair...I used the Palm trunk shader with the normal strength turned down..

     

     

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