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

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Comments

  • FusionLAFusionLA Posts: 249
    MEC4D said:

    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)

     

     

    Said before and saying it again... This PBR Skin is a game changer.
    And now see your going to make an eye shader also.
    Unshaving 3 would go great with the Skin shader (hint, hint):)
     

    You do some amazing work!!!

  • MEC4DMEC4D Posts: 5,249

    This mean you will have to paint your own epidermis and dermis layer details on the prepared base map , and make proper displacement  , I still working on workflow how to best extract all details  needed for the epidermis and dermis that match the displacement , since photo is already all layers all together , I need to record Actions in Photoshop for extracting each layer separate so will be easy cake for the future since nothing is on top of the skin  but it goes from inside out as the real thing , each mole have physical function blocking the rays entering the dermis layer below epidermis but most of all the Displacement create the true physical appearance and not normal or bump maps in this case , First you need to find skin references that was taken with cross polarization filter  that eliminate all reflections even from the eyes , I have couple of materials on my own when I shot some references in the past , that is the start of making the stuff proper way with industry standards , I tried to working with maps from Genesis but the result was poor as too much light is baked in blocking the all layers below it , but since I got obsessed with it totally I find find the way , at last I can finally do proper veins and tattoos below the skin surface so that is a big step forward , I may release it as merchant resource once all actions are recorded and all documentation done as you need to learn the ways to use it proper , or all you can use it just on cartoon characters what is fine but not the major point of that , going to work on the palms and hands today and see how it goes for a starter or maybe a fragment of the face for another teaser  lol

    RAMWolff said:

    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. 

     

  • MEC4DMEC4D Posts: 5,249

    I did not believed it will be but I sleep over it for couple of days and the answers was clear so I could make a progress   , I already played with the eyes , MAN it was amazing not to mention the teeth and gums as it will be also part of the eye pack . And I don't want to spoil the surprise as you already mentioned Unshaven 3 is in progress , bigger and better with more geometry on the hair for better fall off in the shapes so better define styles can be done like better wave or curls effect on top with new better shaders  based on the last skin also for more physical appearance and function so in short big game changers at last in my 3D world . It is going to be exciting year with all of the stuff and more to come as that is not all what I have in my sleeves for you guys .. tons of other stuff 

    FusionLA said:
    MEC4D said:

    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)

     

     

    Said before and saying it again... This PBR Skin is a game changer.
    And now see your going to make an eye shader also.
    Unshaving 3 would go great with the Skin shader (hint, hint):)
     

    You do some amazing work!!!

     

  • SorelSorel Posts: 1,395
    I'm looking forward to all this great stuff!
  • JerifeJerife Posts: 272

    I want to thank your enthusiasm for your work and your sharing it with us. Yes, is going to be an exciting year. You have all my support and whatever you might need.

    *Bow*

  • RAMWolffRAMWolff Posts: 10,212
    MEC4D said:

    This mean you will have to paint your own epidermis and dermis layer details on the prepared base map , and make proper displacement  , I still working on workflow how to best extract all details  needed for the epidermis and dermis that match the displacement , since photo is already all layers all together , I need to record Actions in Photoshop for extracting each layer separate so will be easy cake for the future since nothing is on top of the skin  but it goes from inside out as the real thing , each mole have physical function blocking the rays entering the dermis layer below epidermis but most of all the Displacement create the true physical appearance and not normal or bump maps in this case , First you need to find skin references that was taken with cross polarization filter  that eliminate all reflections even from the eyes , I have couple of materials on my own when I shot some references in the past , that is the start of making the stuff proper way with industry standards , I tried to working with maps from Genesis but the result was poor as too much light is baked in blocking the all layers below it , but since I got obsessed with it totally I find find the way , at last I can finally do proper veins and tattoos below the skin surface so that is a big step forward , I may release it as merchant resource once all actions are recorded and all documentation done as you need to learn the ways to use it proper , or all you can use it just on cartoon characters what is fine but not the major point of that , going to work on the palms and hands today and see how it goes for a starter or maybe a fragment of the face for another teaser  lol

    RAMWolff said:

    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. 

     

    Yes, it seems that most of the human photo references that have no visible light on the skin is few and far between.  I have many packs from 3D.sk when I had an ongoing account with them.  At the time I was trying to find really good hairy textures but I did manage to get a couple with very little hair as the tech for fiber body hair looks more natural when used correctly.  I did find another site but like a fool I didn't bookmark it! 

  • FusionLAFusionLA Posts: 249
    MEC4D said:

    I did not believed it will be but I sleep over it for couple of days and the answers was clear so I could make a progress   , I already played with the eyes , MAN it was amazing not to mention the teeth and gums as it will be also part of the eye pack . And I don't want to spoil the surprise as you already mentioned Unshaven 3 is in progress , bigger and better with more geometry on the hair for better fall off in the shapes so better define styles can be done like better wave or curls effect on top with new better shaders  based on the last skin also for more physical appearance and function so in short big game changers at last in my 3D world . It is going to be exciting year with all of the stuff and more to come as that is not all what I have in my sleeves for you guys .. tons of other stuff 

    FusionLA said:
    MEC4D said:

    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)

     

     

    Said before and saying it again... This PBR Skin is a game changer.
    And now see your going to make an eye shader also.
    Unshaving 3 would go great with the Skin shader (hint, hint):)
     

    You do some amazing work!!!

     

    You are definatly in my group of PA's that I see one of your products and just hit the buy button!

    And dropping the hint at the teeth shader, has my attention  (it is one thing that can still make a render look bad).
    Unshaving 3, PBR Skin shader.... Take my money now:)

    yes I am amazed at the level and quality of your work.

  • fastbike1fastbike1 Posts: 4,078
    edited April 2016

    @bicc39

    You have something going on with your setup. Here are three images. First is Cath's shaders w/ default hdri, second is Cath's shaders with RenderStudio Shadow FX, third is Cath's w/ Sveva's Intensity HDR Env 1 High. Did not adjust settings from the default loads.

    Cath, are you Borg by any chance? Resistance (to your shaders) is definitely futile. wink

     

    bicc39 said:

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

     

    Mec4D Vol2 base HDRI.png
    600 x 450 - 166K
    Mec4D Vol2 RenderStudio Shadow FX.png
    600 x 450 - 414K
    Mec4D Vol2 Sveva Intensity HDR 1 High.png
    600 x 450 - 232K
    Post edited by fastbike1 on
  • MEC4DMEC4D Posts: 5,249

    @fastbike1

    "I am a Borg from planet Surtab. Your materials will be assimilated. Resistance is indeed futile.cheeky

     Thanks guys, I am living 12 hours a day or  longer  in Daz Studio lately the rest of hours in Zbrush  I suffer from obsessive computing disorder lol  so much stuff to do so little time .. 

    not that I complain .. I love it LOL

     

     

  • lucidghostlucidghost Posts: 73
    edited April 2016

    Here's my latest render with Cath's awesome shader packs. The character's shirt has the dirty cotton shader and pistol used gun metal with adjusted color in glossiness. The corner section of the wall behind is cracked concrete and the old brick shaders which I should have scaled up a little, they're a bit fuzzy.Cyborg zombie is using brushed titanium  and and a geoshell with the sand dirt shader from PBR vol1. Bonus shader: I used the Unshaven2 bleach blond shader with some tweaks on the main character's hair. There's probably more in there, but those are the ones I remember off the top of my head :)

    Post edited by Chohole on
  • nicsttnicstt Posts: 11,715

    Here's my latest render with Cath's awesome shader packs. The character's shirt has the dirty cotton shader and pistol used gun metal with adjusted color in glossiness. The corner section of the wall behind is cracked concrete and the old brick shaders which I should have scaled up a little, they're a bit fuzzy.Cyborg zombie is using brushed titanium  and and a geoshell with the sand dirt shader from PBR vol1. Bonus shader: I used the Unshaven2 bleach blond shader with some tweaks on the main character's hair. There's probably more in there, but those are the ones I remember off the top of my head :)

    Damn, I really like that, love the wall he's hiding behind; the only issue is his shirt, it (hmm not sure exactly), but seems to lack a little depth, or perhaps presence.

  • MEC4DMEC4D Posts: 5,249

    Very cool action render !

    one TIP  if you put light or even small white plane on the right side  it would provide more light for the gun and the guy for the fersnel to ckick in .. just a tip for the future , since the light hit only from the left side it does not create much  but shadow and some ambient or maybe it was from the HDR, it would definitelly pop up everything  but it is up to you of course . I still like it 

    Here's my latest render with Cath's awesome shader packs. The character's shirt has the dirty cotton shader and pistol used gun metal with adjusted color in glossiness. The corner section of the wall behind is cracked concrete and the old brick shaders which I should have scaled up a little, they're a bit fuzzy.Cyborg zombie is using brushed titanium  and and a geoshell with the sand dirt shader from PBR vol1. Bonus shader: I used the Unshaven2 bleach blond shader with some tweaks on the main character's hair. There's probably more in there, but those are the ones I remember off the top of my head :)

     

     

  • xmasrosexmasrose Posts: 1,403

    lucidghost : great render!

    MEC4D I can't wait for the skin shaders! and eyes, ...

    I played a bit with the vol2 but the cat misbehaved!

    All shaders but the cat are from vol2.

  • nicstt said:

    Here's my latest render with Cath's awesome shader packs. The character's shirt has the dirty cotton shader and pistol used gun metal with adjusted color in glossiness. The corner section of the wall behind is cracked concrete and the old brick shaders which I should have scaled up a little, they're a bit fuzzy.Cyborg zombie is using brushed titanium  and and a geoshell with the sand dirt shader from PBR vol1. Bonus shader: I used the Unshaven2 bleach blond shader with some tweaks on the main character's hair. There's probably more in there, but those are the ones I remember off the top of my head :)

     

    Damn, I really like that, love the wall he's hiding behind; the only issue is his shirt, it (hmm not sure exactly), but seems to lack a little depth, or perhaps presence.

    Thanks! And agreed on the shirt, something about it is off. I'll have to tweak it.

     

    MEC4D said:

    Very cool action render !

    one TIP  if you put light or even small white plane on the right side  it would provide more light for the gun and the guy for the fersnel to ckick in .. just a tip for the future , since the light hit only from the left side it does not create much  but shadow and some ambient or maybe it was from the HDR, it would definitelly pop up everything  but it is up to you of course . I still like it 

    Here's my latest render with Cath's awesome shader packs. The character's shirt has the dirty cotton shader and pistol used gun metal with adjusted color in glossiness. The corner section of the wall behind is cracked concrete and the old brick shaders which I should have scaled up a little, they're a bit fuzzy.Cyborg zombie is using brushed titanium  and and a geoshell with the sand dirt shader from PBR vol1. Bonus shader: I used the Unshaven2 bleach blond shader with some tweaks on the main character's hair. There's probably more in there, but those are the ones I remember off the top of my head :)

     

     

    Thank you, Cath! I used an HDRI for lighting only, but maybe a light plane like you suggested would help it pop more. 

  • lucidghost : great render!

    MEC4D I can't wait for the skin shaders! and eyes, ...

    I played a bit with the vol2 but the cat misbehaved!

    All shaders but the cat are from vol2.

    Haha, nicely done!

  • MEC4DMEC4D Posts: 5,249

    That is good one ! hahaha very nice idea , I like the { TIN } plastic hehe and I see someone take one chocolate I hope it was not the cat would be fatal for him or maybe it is just what happened here he flip after lol

    lovely chocolates ! I am craving one now !

    lucidghost : great render!

    MEC4D I can't wait for the skin shaders! and eyes, ...

    I played a bit with the vol2 but the cat misbehaved!

    All shaders but the cat are from vol2.

     

     

  • Oso3DOso3D Posts: 15,015
    By the by, the ivy shader's specular map works tolerably as a displacement map in a pinch. Can check my DA for an example. (Though I think I overdid it slightly)
  • MEC4DMEC4D Posts: 5,249

    Not at all but the same effect you would get when set higher the Normal  .. you will have to sub-d more the dress for pop up with displacement and it could poke some legs ..  but looks very nice 

  • TabascoJackTabascoJack Posts: 865

    Posted this in the New User contest..

    It's almost entirely shaders from Cath (other than the skins and hair)

     

    Stonemason's Jungle Ruin with the Rock shaders from Vol 2, Fern and Grass shaders for the Ivy and Grass, Moss shaders also.

    The leather outfits are from Vol 2 with metals from Vol 1.  The sword is metals from Vol 1.  The Bow and Arrow are wood and metal from Volumers 1 and 2.  The dragons on the magician's hip and the glowing sphere are sapphire from Vol 2.

    Amazing, amazing shaders.  It's so much fun to play with them!

    Thanks, Cath!

  • MEC4DMEC4D Posts: 5,249

    That's awesome, thank you for sharing !  you used it very well !

    Posted this in the New User contest..

    It's almost entirely shaders from Cath (other than the skins and hair)

     

     

    Stonemason's Jungle Ruin with the Rock shaders from Vol 2, Fern and Grass shaders for the Ivy and Grass, Moss shaders also.

    The leather outfits are from Vol 2 with metals from Vol 1.  The sword is metals from Vol 1.  The Bow and Arrow are wood and metal from Volumers 1 and 2.  The dragons on the magician's hip and the glowing sphere are sapphire from Vol 2.

    Amazing, amazing shaders.  It's so much fun to play with them!

    Thanks, Cath!

     

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    I had little moment yesterday and retextured my old Ape from 68 Planet of the Apes ( based on not exactly )  No post work 

    click for high resolution

    cezar_tatoo-big-mec4d-iray2016-no post work.jpg
    848 x 1200 - 413K
    Post edited by MEC4D on
  • Awesome work, Cath! I love the textures on the face

  • RAMWolffRAMWolff Posts: 10,212

    WHOA!  For a second I thought it was a still from a movie! 

  • Oso3DOso3D Posts: 15,015

    I'd be very curious what render settings got that result.

    (Particularly render quality, pixel radius for gaussian filter, etc)

     

  • MEC4DMEC4D Posts: 5,249

    Thanks ! .. 

    @Will I think I rendered on  quality 10 , usually I do , I have gaussian filter on 0.70 and I used just my own HDRI for the lighting  12000 px specially created for Iray , and on top I rendered with my own physical camera with little of Chromatic aberration setting and DOF , it smooth the edges nicely , iray render is very fast on base settings so I can allow myself to get max iterations  , sometimes I tried even 30.000 what take 19 min , but here it was just 5000 . DOF looks great if the render clean to the last photon visible so you getting actually photo quality , compare iterations to pixels , more pixels smoother effect overall with sharper details . I render Gaussian filter never higher than 1 like for far objects and sometimes on  0.0 depends what model I use .

    My physical camera is not ready yet for the public , as I am working still on lens flares effect ( physical of course not fake ) and other cool  effects 

  • RenomistaRenomista Posts: 921
    MEC4D said:
    I used just my own HDRI for the lighting  12000 px specially created for Iray

    Since I satrted to play around with creation of HDRIs, what do you mean with "specially created for Iray"?

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    For optimal usage the 12000 px is the most fit for the Full Sphere, plus my unprocessed raw HDR's was captured with 36 steps for optimal  dynamics so the sun and ambient have as much dynamics for best result and not just the sun as in most cases but maps like that don't come cheap on the market , as the produce the max energy for accurate lighting 

    Also my full frame Nikon D800E camera does not have anti-aliasing filter so captured HDRI don't get blurred and when rendered by guassian filter in Iray the result is optimal  , regular picture from cameras are already set so they get blurred in Iray double time and lose details due to iray filter 

    But the camera is number 1 choice here as I don't wanted to edit anything after I shot other than stitching for optimal result 

    look below, unprocessed 2 images small area samples from fisheye lens with different cameras the same lens on a very far distance from the objects on the horizon the price difference is as much as the quality  , I could edit the bad looking and make it good but I lose the dynamics , making 36 steps of dynamics in HDR for lighting  is an Art in itself , time consuming and patience but you know I wanted the maximum possible after spending 5K for better equipment and Nikon D800E was the answer for me that give me the best results from the Nikon series just because of no filter  but that is regarding my Nikon adventures , cameras and lenses from other manufacturers can do different stuff I don't know , I am just Nikon Girl 

     

    P.S added some test renders with 3D objects in 

    Renomista said:
    MEC4D said:
    I used just my own HDRI for the lighting  12000 px specially created for Iray

    Since I satrted to play around with creation of HDRIs, what do you mean with "specially created for Iray"?

     

    nikon tests.jpg
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    MEC4D HDRI Light.jpg
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    Post edited by MEC4D on
  • RAMWolffRAMWolff Posts: 10,212

    You know Cath, you may want to consider a project to sell here in making premade setups for rendering.  Colm and Magix have done this and I think it works out really well for allot of us that are still struggling with getting lighting perfect, camera angles just so and that touch of realism many of us struggle to achieve.  iRay is brilliant but there is just so much to learn.  Your so tuned in with it already and it would be a great product to share with us.  Take my money, I'm hungry for some really awesome renders using your settings!  :-)

  • Oso3DOso3D Posts: 15,015

    Yeah, I think my problem is I usually only render to quality 1-2, because otherwise it takes many many many many many hours. I've also learned only recently to lower pixel blurring.

     

     

  • MEC4DMEC4D Posts: 5,249

    You may take advantage of my upcoming project, where I will include everything what is needed for maximum result , light, cameras settings .. not going into details yet but very soon .. all you will have to add your figures or eventual props .. but more about in new thread soon when  I am ready so pls little patience .

    Iray like photography not much difference , if you study some photography like portrait iray will be clear to you , the principles are not different at all , it is like virtual world with virtual camera but I use the same settings as when I shot real portrait or photo for desired effect . I tried all settings from my camera with my HDRI and the result was exactly the same as the pictures so Iray is good !

    I planned already to make the camera product for easy work out , waiting for the world to get little more green here and the spring is late so I can shot more HDRI for this set as I have only winter tests ..and mostly ugly urban  .. gonna feed you all with a lot of stuff this year be careful what you wish for .. poor wallet , it will hate me soon lol

    RAMWolff said:

    You know Cath, you may want to consider a project to sell here in making premade setups for rendering.  Colm and Magix have done this and I think it works out really well for allot of us that are still struggling with getting lighting perfect, camera angles just so and that touch of realism many of us struggle to achieve.  iRay is brilliant but there is just so much to learn.  Your so tuned in with it already and it would be a great product to share with us.  Take my money, I'm hungry for some really awesome renders using your settings!  :-)

     

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