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

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Comments

  • SzarkSzark Posts: 10,634

    This is an unfinished render just to show what Vanadium looks like under Mesh Lighting only and the whole scene is enenclosed 360 degrees.

    Cath I made the Tin plactic shader into a Tick plastic shader (sorry couldn't resist) and used one of the metal scratches normal map. That is what I love about this pack, mix and match, sawp things around. I really like how the plastic turned out. I have done this same scene in 3DL, Lux and Blender and now Iray and for me the Iray one beats all. And for someone who doesn't buy shaders anymore I think I will pick up Vol 1 when I get some moeny together.

    robo new 2 copy.jpg
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  • MEC4DMEC4D Posts: 5,249

    Well I will say fix your light conditions it is mirroring your light scene setup and nothing wrong with the shader ,you don't cast the light on the objects in PBR you reflecting it as each material is kind of mirror more or less .

    bicc39 said:

    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

     

  • JerifeJerife Posts: 272
    edited April 2016
    Renomista said:
    MEC4D said:

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

    Yup, I feel in the Uni again but this time with a subject I love and with the best teacher. Muchas gracias Catharina y enhorabuena por tu trabajo. Esa piel es increible!

    Post edited by Jerife on
  • Richard HaseltineRichard Haseltine Posts: 101,076
    edited April 2016
    MEC4D said:

    Well I will say fix your light conditions it is mirroring your light scene setup and nothing wrong with the shader ,you don't cast the light on the objects in PBR you reflecting it as each material is kind of mirror more or less .

    bicc39 said:

    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

    As Cath says, you need something in the scene to reflect - as it is you are getting the same effect as if you dumped your sphere (or your General) in inter-galactic space. The HDRI render is reflecting the HDRI map, if you don't have that try adding some primitives to at least suggest an environment around the render objects.

    Post edited by Richard Haseltine on
  • TottallouTottallou Posts: 555

    I also noticed the shader showed black in some light conditions where there was no HDR  - What I did was switch to dome & scene with the intensity set low & that changed things - I am sure its much better to use different lighting for the scene really but this does work

    I did not have the image so I quickkly rendered a 60 second test - The metal shader is on the swim suit

     

     

    metals-1.png
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  • MEC4DMEC4D Posts: 5,249

     This is fantastic Pete , love the "Tin into Tik"' Plastic .. so cool  

    Szark said:

    This is an unfinished render just to show what Vanadium looks like under Mesh Lighting only and the whole scene is enenclosed 360 degrees.

    Cath I made the Tin plactic shader into a Tick plastic shader (sorry couldn't resist) and used one of the metal scratches normal map. That is what I love about this pack, mix and match, sawp things around. I really like how the plastic turned out. I have done this same scene in 3DL, Lux and Blender and now Iray and for me the Iray one beats all. And for someone who doesn't buy shaders anymore I think I will pick up Vol 1 when I get some moeny together.

     

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    And you did correct movement here and the skin looks better too , Only Scene is for 3D Environments that have surrounding objects and lights and not empty scene with just light  , the Photons need to bounce from something or be produced by something to hit the metal, and if there is nothing there are no photons ( light rays ) or they bounce back and get lost , welcome to unbiased rendering , also empty scenes will render longer than tight scenes with stuff as more calculation is needed due to lack of light energy

    I do often set the ambient light to a very low value with a small hdri to save time just to have a little something if I use just the light in the scene without much  stuff in the back of  the camera, but sometimes a big plane with some textures placed on back  of the camera will  do the  trick also 

    In my last pan  set I had white plane above the set with 2 point lights and nothing behind the camera and it worked wonder 

    Tottallou said:

    I also noticed the shader showed black in some light conditions where there was no HDR  - What I did was switch to dome & scene with the intensity set low & that changed things - I am sure its much better to use different lighting for the scene really but this does work

    I did not have the image so I quickkly rendered a 60 second test - The metal shader is on the swim suit

     

     

     

    Post edited by MEC4D on
  • SzarkSzark Posts: 10,634
    MEC4D said:

     This is fantastic Pete , love the "Tin into Tik"' Plastic .. so cool  

    Szark said:

    This is an unfinished render just to show what Vanadium looks like under Mesh Lighting only and the whole scene is enenclosed 360 degrees.

    Cath I made the Tin plactic shader into a Tick plastic shader (sorry couldn't resist) and used one of the metal scratches normal map. That is what I love about this pack, mix and match, sawp things around. I really like how the plastic turned out. I have done this same scene in 3DL, Lux and Blender and now Iray and for me the Iray one beats all. And for someone who doesn't buy shaders anymore I think I will pick up Vol 1 when I get some moeny together.

     

    thanks yeah love the plastic, that is the best plastic I have done in Iray, well any engine really.

  • bicc39bicc39 Posts: 589

    Sitting by the sink, razor blade in hand, poised to slash.

    This simply isn't worth it.

    Statement: The PBS shaders are great, there is a conflict with mesh lights as configured by Render Studio.

     

    There, future reseachers do not have to think it is them.

    The workaround(s) will occur to those who spend hours in frustration

    Best of luck

  • bicc39bicc39 Posts: 589

    Go under Top Coat under the shader surface of the button and change the glossiness to lower value ....

    Solution worked, thank you

  • HoMartHoMart Posts: 480
    edited April 2016
    bicc39 said:
    Statement: The PBS shaders are great, there is a conflict with mesh lights as configured by Render Studio.

    did a quick test using " Render Studio 'scenes' "

    first image uses PBS Vol.02 Aluminium brushed, Brass shell, Copper bullet and Environment is set to scene only

    second image uses PBS Vol.01 Aluminium 12 Base, Brass 12 Base, Copper 12 Base and Environment is set to "scene only"

    third image is same setup as second image - I just changed Environment to "dome and scene" (DAZ default HDRI)

    You see, if you use polished metall and there is not much to reflect in the scene (second image) the metall surface apears to be black.

    If you use the same scene, but with a dome to reflect (third image) all the before black parts are now reflecting the dome.

    Its all about the right light setup, especially with Colm´s lights - you have to set them up like a Photographer in the real world would set them up.

    Or like in the first image use brushed surfaces.

      

    2OT-RenderStudioIRAY-Test_MEC4D-PBS-Vol.02-SceneOnly.jpg
    720 x 1080 - 132K
    2OT-RenderStudioIRAY-Test_MEC4D-PBS-Vol.01-SceneOnly.jpg
    720 x 1080 - 136K
    2OT-RenderStudioIRAY-Test_MEC4D-PBS-Vol.01-Dome and Scene.jpg
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    Post edited by HoMart on
  • SpottedKittySpottedKitty Posts: 7,232
    bicc39 said:
    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.

     

    That sounds like you're using Intensity on "normal" lights as well; you shouldn't, all Iray lights should be adjusted using Luminance for mesh lights and Luminous Flux for normal lights (I don't know why they're named differently, they mean the same thing). Intensity is only supposed to be used on lights in a 3Delight render.

    Note that the difference is that normal lights have light parameters as part of what they are; while mesh lights are just like any other mesh object, but they have surface settings that let them produce glow effects and light up the scene.

    There's nothing new about mesh lights — you can use them in 3Delight using the UberAreaLight shader, which has been part of D|S for a few years now. The Iray mesh lights, though, are more consistent and easier to control.

  • HoMartHoMart Posts: 480
    edited April 2016

    did a second set of images, using a different setup of "Render Studio" and MEC4D PBS

       

    EDIT: Cath, I just love your shaders - can´t wait for Vol.03, 04, 05 , 06 .........

    2OT-RenderStudioIRAY-Test2_MEC4D-PBS-Vol.02-SceneOnly.jpg
    720 x 1080 - 118K
    2OT-RenderStudioIRAY-Test2_MEC4D-PBS-Vol.01-SceneOnly.jpg
    720 x 1080 - 98K
    2OT-RenderStudioIRAY-Test2_MEC4D-PBS-Vol.01-Dome and Scene.jpg
    720 x 1080 - 138K
    Post edited by HoMart on
  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    Thanks HoMart for the samples and explanation to the ones in needs ..

    I have a question does the Render Studio does have backdrop in the studio behind and on the floor ? or just light  ? 

    as I see nothing in the middle image so I  assume just light , I was working in the photographic studios for a very long time before 3D and usually the lights are much closer 

    unless the light use [ gels ] for the colors that will not reflect on 100% polish metal , it will be needed at last 0.99 of glossiness level or less as you show already to defuse the light reflection so it allow the photos to bounce back to  the camera

    Post edited by MEC4D on
  • bicc39bicc39 Posts: 589

    Thank you Homart.

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    Here is a great tutorial how to render metals and shiny stuff in studio photography it is the same  as with iray 

    it will explain everything you need in easy simple way 

     

     

     

    Post edited by MEC4D on
  • HoMartHoMart Posts: 480
    edited April 2016
    MEC4D said:

    Thanks HoMart for the samples and explanation to the ones in needs ..

    I have a question does the Render Studio does have backdrop in the studio behind and on the floor ? or just light  ? 

    as I see nothing in the middle image so I  assume just light , I was working in the photographic studios for a very long time before 3D and usually the lights are much closer 

    unless the light use [ gels ] for the colors that will not reflect on 100% polish metal , it will be needed at last 0.99 of glossiness level or less as you show already to defuse the light reflection so it allow the photos to bounce back to  the camera

    it  has backdrop and floor (the reflections under the bots chest in the second image is from the floor)

    Unbenannt.PNG
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    Unbenannt1.PNG
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    Post edited by HoMart on
  • MEC4DMEC4D Posts: 5,249

    Thanks HoMart , it looks like nice setup for the Figure and Portrait photography , however what it miss are side panels and top panel for even better results , half way white plane wall on the sides and one on top , only the wall behind the camera should be dark or empty and everything should render as suppose too no matter what you use glass or metal , the panels will have diffuser functions adding more depth to the surface too

  • SzarkSzark Posts: 10,634

    That is easy to do inside DS, Load a cube with good number of divisions, sub-d to smooth eadges. Geometry Editor tool to remove one side (front) of the cube, then using the same tool select "All Surfaces" and flip normals. You could also asign each face a different mat zone.

  • MEC4DMEC4D Posts: 5,249

    here one of my studio collection with Top and Side panels set to 50 .50.50 white ( 186 brightness of white )

    Metals

    Polished, Used and Brushed

    polished used and brushed metal.jpg
    1280 x 720 - 207K
  • HoMartHoMart Posts: 480
    MEC4D said:

    Thanks HoMart , it looks like nice setup for the Figure and Portrait photography , however what it miss are side panels and top panel for even better results , half way white plane wall on the sides and one on top , only the wall behind the camera should be dark or empty and everything should render as suppose too no matter what you use glass or metal , the panels will have diffuser functions adding more depth to the surface too

    Thanks for the tips.

    I just used the "premade scenes" made by Colm in order to show, that, if you use polished metall - you MUST have something to reflect in your scene and to show, that renderstudio works with your shaders.

    If I would have used some sidepanel or top - the shader wouldn´t have shown as a black surface.

  • SorelSorel Posts: 1,395
    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 

    Man...I really want to see if I can pull this off in octane now.

  • RAMWolffRAMWolff Posts: 10,212
    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 

    This is going to be epic and a game changer!  WOW!  *thud*

  • nicsttnicstt Posts: 11,715

    I'd love to see Cath's render of this car I modelled. It's in my sig. Christine, from Stephen King's novel; a Plymouth, I believe the car is.

    Plymouth - Christine001.png
    1531 x 1110 - 1M
  • MEC4DMEC4D Posts: 5,249

    You are correct, nothing wrong with Render Studio or Shaders .. reality just hit the spot and that is all , how you made your bed so will be your dreams 

    here some example I just did of versatile lighting of metals with different results for other users to learn from as nobody need to teach you hahaha

    HoMart said:
    MEC4D said:

    Thanks HoMart , it looks like nice setup for the Figure and Portrait photography , however what it miss are side panels and top panel for even better results , half way white plane wall on the sides and one on top , only the wall behind the camera should be dark or empty and everything should render as suppose too no matter what you use glass or metal , the panels will have diffuser functions adding more depth to the surface too

    Thanks for the tips.

    I just used the "premade scenes" made by Colm in order to show, that, if you use polished metall - you MUST have something to reflect in your scene and to show, that renderstudio works with your shaders.

    If I would have used some sidepanel or top - the shader wouldn´t have shown as a black surface.

     

    lightntop black bottom.jpg
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    lightntop gray bottom.jpg
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    lightntop.jpg
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    light sides panel top.jpg
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    nothing to reflect.jpg
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  • nicsttnicstt Posts: 11,715
    RAMWolff said:
    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 

    This is going to be epic and a game changer!  WOW!  *thud*

    Indeed

     

  • MEC4DMEC4D Posts: 5,249

    Definitelly ! gonna do it ! 

    here the real one

    nicstt said:

    I'd love to see Cath's render of this car I modelled. It's in my sig. Christine, from Stephen King's novel; a Plymouth, I believe the car is.

     

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    I think you can but not using color photo maps, I study for some time , then actually what I created was mostly Maya SSS skin style not knowing it .

    Sorel said:
    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 

    Man...I really want to see if I can pull this off in octane now.

    Yes I am excited now for the figure once I figured it out on the small samples .. it will be epic for sure 

    here is the skin section model , reminds me of a planet layers lol

    RAMWolff said:
    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 

    This is going to be epic and a game changer!  WOW!  *thud*

     

    MEC4D PBR Skin cross section preview 20016 Nvidia iray.jpg
    1194 x 701 - 742K
    Post edited by MEC4D on
  • IceDragonArtIceDragonArt Posts: 12,548
    RAMWolff said:
    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 

    This is going to be epic and a game changer!  WOW!  *thud*

    Right?  My first thought was HOLY WOW and my second was, this could very well change the industry as far as skin goes

  • RAMWolffRAMWolff Posts: 10,212
    edited April 2016

    It would be nice to have a base to work off of, esp if it's released as a merchant resourse.  Then add in your own moles, freckles, hand, elbow, eye, feet, ear details and you have a pretty much self made map with all the "internal" maps ready to go as well. 

    Post edited by RAMWolff on
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