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

1303133353647

Comments

  • SzarkSzark Posts: 10,634

    My pleasure Cath. I have to say the way you make them makes them very versatile. Thank you for everything

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    Before I went to get some sleep yesterday I run one more render , this time the pans set belong to Jon Snow wink , unfortunately abandoned for knowing well reason crying

    I used fibers for grass , frozen volumetric snow for the floor plane ( double ) and the rest of metal like Stained & Dusty Iron and Rusted steel from vol.3 Pure Metals

    jon snow cookingware mec4d 2016.jpg
    1920 x 720 - 624K
    Post edited by Chohole on
  • MEC4DMEC4D Posts: 5,249

    Thank you! and you more than Welcome Pete ! 

    Szark said:

    My pleasure Cath. I have to say the way you make them makes them very versatile. Thank you for everything

     

  • SorelSorel Posts: 1,395
    edited April 2016
    MEC4D said:

    Before I went to get some sleep yesterday I run one more render , this time the pans set belong to Jon Snow wink , unfortunately abandoned for knowing well reason crying

    I used fibers for grass , frozen volumetric snow for the floor plane ( double ) and the rest of metal like Stained & Dusty Iron and Rusted steel from vol.3 Pure Metals

     

    Way to leave good cookware laying around Jon...

    Post edited by Chohole on
  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    LOL Sorel ;) 

    here is my last render with the pans , I build the scene with DS primitives , modeled boiling water in Zbrush on top drink water shader from vol.2  , on metals Aluminum with Circular brushed micro surface layer and for the rest Scratched Steel from vol.3 Pure Metals , on the lids used Fake Crystal from vol.2 and on the back wall just normal from the Fake Crystal plug into Top Coat of the Steel shader .

    Touch up with steam from Ron's brushes for PS on alpha plane 

    broccoli models from i13 set edited for iray

    boiled water mec4d 2016 iray.jpg
    1920 x 720 - 524K
    Post edited by Chohole on
  • VhardamisVhardamis Posts: 576
    MEC4D said:

    LOL Sorel ;) 

    here is my last render with the pans , I build the scene with DS primitives , modeled boiling water in Zbrush on top drink water shader from vol.2  , on metals Aluminum with Circular brushed micro surface layer and for the rest Scratched Steel from vol.3 Pure Metals , on the lids used Fake Crystal from vol.2 and on the back wall just normal from the Fake Crystal plug into Top Coat of the Steel shader .

    Touch up with steam from Ron's brushes for PS on alpha plane 

    broccoli models from i13 set edited for iray

    This one almost look too elegant to me. i'd put thme on a shelf as decoration afraid to use them lol.

  • SzarkSzark Posts: 10,634

    Cath what is Plastic Tin and Tick paint? 

  • bicc39bicc39 Posts: 589

    Fast question, long explanation. Have both shader products and use frequently.

    Problem, just purchased another fantastic product called Render Studio.

    Render Studio makes use of something called "mesh lights" which creatively light the whole scene.

    They are not, however, lights in the strictest sense. you do not adjust intensity, you adjust luminance.

    In any scene that I create, and the total so far is about 5, using your shaders do not appear to work.

    In the surfaces tab, the item the shader is applied to appears ok except the basic diffuse color is always black.

    The renders show a black somewhat shiny material. I reset the material before applying

    If I apply a subsurface to the item and use a shader from another source, appears to work.

    Question: to your knowledge is there anything in the nature of the PBS shaders that would conflict with a "mesh light"

    Is there anything in the settings that would correct this?

    Sorry to bother about something that appears to be a freakish isolated incident, but would really like to be

    able to use both together.

    Thank you for your time.

  • BlueIreneBlueIrene Posts: 1,318

    Szark - I just assumed Plastic Tin meant plastic coated tin, but I Googled Tick paint and it came back with 'Did you mean Thick paint?', so maybe it's a typo. I'm absolutely loving these shaders and can't imagine how I ever managed an iRay render without them.

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    Pete, OMG blush .. Thick  Paint and Thin Plastic  , I ate the H  but as Astracada said there is well a Tin coating to make the material harder  based on Titanium but that was not the case 

    I did not even saw it until now hahahaha and nobody else during testing, 

    just rename it right mouse over the material and choice Rename , it is easier than download 500 GB just for 2 letters 

    and sorry for the Tick Paint cheeky

    and for Tin plastic

    but that is not ..

    Szark said:

    Cath what is Plastic Tin and Tick paint? 

     

    Post edited by MEC4D on
  • BlueIreneBlueIrene Posts: 1,318

    Shame. I was counting on that next time I had a tick to paint! :)

  • MEC4DMEC4D Posts: 5,249

    This mean that the Render studio mesh does not produce enough energy for PBR rendering , I am against setups like that , it is not for rendering true PBR shaders , it is compared to Ambient light , there is nothing to reflect on the model surface that why metal looks black , you need proper light designed for PBR so that are not my shaders that conflict with the mesh but the mesh conflict with the shaders.

    however to make sure it is not your DS foult or other internal issues or bug , please load the basic HDR in DS or Sky Sun apply material and see if you have fine result , then we go from there 

    bicc39 said:

    Fast question, long explanation. Have both shader products and use frequently.

    Problem, just purchased another fantastic product called Render Studio.

    Render Studio makes use of something called "mesh lights" which creatively light the whole scene.

    They are not, however, lights in the strictest sense. you do not adjust intensity, you adjust luminance.

    In any scene that I create, and the total so far is about 5, using your shaders do not appear to work.

    In the surfaces tab, the item the shader is applied to appears ok except the basic diffuse color is always black.

    The renders show a black somewhat shiny material. I reset the material before applying

    If I apply a subsurface to the item and use a shader from another source, appears to work.

    Question: to your knowledge is there anything in the nature of the PBS shaders that would conflict with a "mesh light"

    Is there anything in the settings that would correct this?

    Sorry to bother about something that appears to be a freakish isolated incident, but would really like to be

    able to use both together.

    Thank you for your time.

     

  • MEC4DMEC4D Posts: 5,249

    laugh funny LOL 

    Shame. I was counting on that next time I had a tick to paint! :)

     

  • SzarkSzark Posts: 10,634
    edited April 2016

    LOL Thanks Cath...I am a good beta tester,  just ask Jack. (but I haven't tested anything for ages and it was a while back but I did find things the DAZ3D testers missed. wink wink. :) You can be forgiven due to English not being your native language. I don't have a problem with the typos but I thought I better make you aware.

    As for bicc39's issue I agree not enough light, or right light set up. But it could also be down to Tone Mapping if it is an interior. PBS is just that and will work in any light situation if set up correctly

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

    Ok wanna be my official beta tester ? you got  what you wish for .

    It was just typo and because I am not using regular keyboard but  on my wacom monitor it sometimes put funky things when the auto correction  switch to other languages that I am using like Dutch or German or Polish and I am not aware of it . It never allow me to write shaders , it always auto correct to shades even if I add the word to the word book . I need to pay more attention , I named the shaders on the same day . I guess the beta testers was assumed I want it this way so not blame them .

    I just tested some set like bicc39 described and nope the metals are black , it can be issue with the normals that was not inverted so they render black from inside on the light mesh , but also light emitter is black by diffuse so black will reflect on metal surfaces with little reflection . Physical world need physical accurate setup and sometimes alternatives my not work proper , it is not 3DL that all tricks works regardless  . Metals need to reflect the environment to become metals as we know it , if you put shiny metal in space it will have just small point of reflection from the sun and will be black  everywhere else 

    Szark said:

    LOL Thanks Cath...I am a good beta tester,  just ask Jack. (but I haven't tested anything for ages and it was a while back but I did find things the DAZ3D testers missed. wink wink. :) You can be forgiven due to English not being your native language. I don't have a problem with the typos but I thought I better make you aware.

    As for bicc39's issue I agree not enough light, or right light set up. But it could also be down to Tone Mapping if it is an interior. PBS is just that and will work in any light situation if set up correctly

     

  • SzarkSzark Posts: 10,634
    edited April 2016

    LOL Man how many languages do you speak? Can you add words to the dictionary. I can in MS Word. Looks like Shaders isn't a word as every site I go to that has speel check throws up shaders as an error. :)

    Oh definitely inverted normals then. Lucky the Geometry Editor tool in DS can flip them. 

    Post edited by Szark on
  • Oso3DOso3D Posts: 15,015
    edited April 2016

    Because you don't have enough ideas, I'd love shaders for opals and other weird colorful surfaces (oil spill, etc)

    (I've made opals, but only by cheating and using colorful image for translucent color)

     

    Post edited by Oso3D on
  • MEC4DMEC4D Posts: 5,249

    I may set something for my June celebration as freebie as right now I am finishing PBR Woods , PBR Eyes , PBR Skins and between also other 3D projects in progress so full day at work .

    And I am done with commercial shaders for while

    But new ideas akways welcome ! 

    Because you don't have enough ideas, I'd love shaders for opals and other weird colorful surfaces (oil spill, etc)

    (I've made opals, but only by cheating and using colorful image for translucent color)

     

     

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    LOL I speak 4 languages English, Dutch German and Polish and I have accent with all of them lol  , also can read and write Russian 50% forgot already since not using it for very long time but I was fluent at the age of 11 and learning speaking Spanish on the go now .  I learned French in school but did never used it after and totally forgot never stick to me , couple things reminds but not counts at all 

    I learn very easy languages ( not from books just listen to it ) but if not used I easy forget .

    BTW I dream in English , 2 days ago I had a dream when I fall from a Mountain, and an old lady come across and ask me "'Are you alive?" lol then I found myself by the fountain of youth with tree of life in the middle  .. crazy dream , I am actually making it in 3D for DS after the dream so you will see it like I saw it

    Szark said:

    LOL Man how many languages do you speak? Can you add words to the dictionary. I can in MS Word. Looks like Shaders isn't a word as every site I go to that has speel check throws up shaders as an error. :)

    Oh definitely inverted normals then. Lucky the Geometry Editor tool in DS can flip them. 

     

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

    BTW my PBR skin codes are finally broken  , it is 100% PBR synthetic final skin result  so no photo color textures for the skin , the tattoo turn bluish when blackish ink was inserted into the deep Dermis layer so not on the Albedo textures , also used Displacement as Normal did not the job correctly as physical deformation of the model surface was needed for correct result making it fuzzy and soft .

    Now next step is to sculpt the full 3D Model skins and create the right micro displacement maps from that for both G3 .

    It is a rocket science but the skin has physical proportions for the first time in DS and Iray the way it always should in first place but still W.I.P as I need first full figure to be complete and it is going to be a lot of work 

    MEC4D PBR Skin shader preview 20016 Nvidia iray.jpg
    2000 x 4000 - 2M
  • Jack238Jack238 Posts: 117
    MEC4D said:

    BTW my PBR skin codes are finally broken  , it is 100% PBR synthetic final skin result  so no photo color textures for the skin , the tattoo turn bluish when blackish ink was inserted into the deep Dermis layer so not on the Albedo textures , also used Displacement as Normal did not the job correctly as physical deformation of the model surface was needed for correct result making it fuzzy and soft .

    Now next step is to sculpt the full 3D Model skins and create the right micro displacement maps from that for both G3 .

    It is a rocket science but the skin has physical proportions for the first time in DS and Iray the way it always should in first place but still W.I.P as I need first full figure to be complete and it is going to be a lot of work 

     

    Thank you for the descriptive attachment. Even I could understand it! The results are so realistic.

    Jack

  • bicc39bicc39 Posts: 589

    What you are looking at: left to right

    A Army Generals Uniform, the object was to use the shaders to make the buttons metal.

    The first render test is the regular material with an hdri light.

    The second test is the same setup but the buttons have been assigned your shaders.

    The third test is the same scene with the mesh lights, the fill is directed straight to the center

    The third test is  the results I have been getting for a few days no matter what the light setup or no mattter

    what the material. I

    test1.jpg
    2169 x 1345 - 124K
    test2.jpg
    309 x 175 - 18K
    test3.jpg
    246 x 154 - 19K
  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    Thanks Jack , there is more to that but one step at a time ... it is going to be fun 

    btw one day when you have enough of the skin top surface you can take a submarine and render Genesis from inside out lol cheeky

    that is how the Dermis looks like from bellow the skin when you run in with the camera .. you see on top the epidermis and little veins 

    It is going  to be texturing from inside out with the all proper layers for freckles  , moles , tan .. based on the level of Melanin as it is what it is in real world and not body paint.

    skin test albedo-cross skin tatooinside skin.png
    1280 x 720 - 1M
    Post edited by MEC4D on
  • RenomistaRenomista Posts: 921
    bicc39 said:

    What you are looking at: left to right

    A Army Generals Uniform, the object was to use the shaders to make the buttons metal.

    The first render test is the regular material with an hdri light.

    The second test is the same setup but the buttons have been assigned your shaders.

    The third test is the same scene with the mesh lights, the fill is directed straight to the center

    The third test is  the results I have been getting for a few days no matter what the light setup or no mattter

    what the material. I

    The second and the third attachments are tiny, can you upload bigger ones?

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    The second test don't have the same setup as the first as the uniform is almost black , and I see nothing wrong with the last test , it is just right , it reflect what you have in the scene , and because the scene is empty you have black reflection on the buttons , as you know metals reflect like a mirror and adapt the color of the environment and if you use shiny metal like mirror that is what you get .

    I will have to return the honor back to the Render Studio creator as I see nothing wrong here 

    The first render button are just diffuse so it is different .. and not PBR metal

    But if you still don;t want to have anything in the scene you only can do one thing ,

    Go under Top Coat under the shader surface of the button and change the glossiness to lower value , or plug in inside the buttons the bump or the normals from your old buttons and everything will be fine . How lower the value of the glossiness under Top Coat how more bright will be the buttons diffusing the light .

    I don;t know what volume you use of my shaders , but if vol.1 then use slightly brushed used metal for situations like that or follow  my  tip above with the glossy , you can always change the gloss it will not affect the PBR

    I use polished metals only for mirror or other special materials that need it as polished, but traditional always go for slightly brushes or scratched 

    bicc39 said:

    What you are looking at: left to right

    A Army Generals Uniform, the object was to use the shaders to make the buttons metal.

    The first render test is the regular material with an hdri light.

    The second test is the same setup but the buttons have been assigned your shaders.

    The third test is the same scene with the mesh lights, the fill is directed straight to the center

    The third test is  the results I have been getting for a few days no matter what the light setup or no mattter

    what the material. I

     

    Post edited by MEC4D on
  • RenomistaRenomista Posts: 921
    MEC4D said:

    The second test don't have the same setup as the first as the uniform is almost black , and I see nothing wrong with the last test , it is just right , it reflect what you have in the scene , and because the scene is empty you have black reflection on the buttons , as you know metals reflect like a mirror and adapt the color of the environment and if you use shiny metal like mirror that is what you get .

    I will have to return the honor back to the Render Studio creator as I see nothing wrong here 

    The first render button are just diffuse so it is different .. and not PBR metal

    But if you still don;t want to have anything in the scene you only can do one thing ,

    Go under Top Coat under the shader surface of the button and change the glossiness to lower value , or plug in inside the buttons the bump or the normals from your old buttons and everything will be fine . How lower the value of the glossiness under Top Coat how more bright will be the buttons diffusing the light .

    I don;t know what volume you use of my shaders , but if vol.1 then use slightly brushed used metal for situations like that or follow  my  tip above with the glossy , you can always change the gloss it will not affect the PBR

    I use polished metals only for mirror or other special materials that need it as polished, but traditional always go for slightly brushes or scratched 

    bicc39 said:

    What you are looking at: left to right

    A Army Generals Uniform, the object was to use the shaders to make the buttons metal.

    The first render test is the regular material with an hdri light.

    The second test is the same setup but the buttons have been assigned your shaders.

    The third test is the same scene with the mesh lights, the fill is directed straight to the center

    The third test is  the results I have been getting for a few days no matter what the light setup or no mattter

    what the material. I

     

    Thas what I love about your thread: With every post I learn a lot!

  • bicc39bicc39 Posts: 589

    Three daz sphere,same test normal hdri, shader hdri, light  from program with shader.

    The dismal black one is how all shaders looked in all the scene with many variations of lights, etc.

    In the scenes the buttons, for instance were surrounded by the cloth, in this case nothing surrounds the item

    Left is hdri shader, center is normal hdri, far right is with two light key and fill

    two.jpg
    480 x 640 - 47K
    test 1.jpg
    480 x 640 - 22K
    three.jpg
    480 x 640 - 25K
  • bicc39bicc39 Posts: 589

    Addendum, did not want to take up time, have developed workarounds, but wanted to save

    someone else some time, effort and frustration.

    Because of how well these shaders work normally, excellent value, despite quirk.

  • bicc39bicc39 Posts: 589

    Would not use the pots and pans illustration with Render Studio,,,,,,just sayingsmiley

  • MEC4DMEC4D Posts: 5,249

    Then you are wrong here since I did not had anything in the scene with the pots , but they use Micro Surfaces ( new stuff ) so render always good even in an empty scene as long you choice the right micro surfaces from the 40 shaders on top .. I think ahead hahaha 

    bicc39 said:

    Would not use the pots and pans illustration with Render Studio,,,,,,just sayingsmiley

     

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