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

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Comments

  • MEC4DMEC4D Posts: 5,249

    Yes that is true , the other vehicle in the HDRI is for transport small boots  so it have to be the area of the yacht haven , I am sure you was not even that far from this please when traveling to Belgium as I often take the roud in the past when I visiting Belgium .

    barbult said:
    MEC4D said:

    Perfect job as usual , the bugs lol  the person with a dog look nostalgic on the set hahaha 

    Thanks for sharing

    barbult said:

    Here is the abandoned hot dog stand. I didn't change every texture, but I did change an awful lot of them to Vol 2 shaders. I added a geometry shell for dirt on the umbrella and plastic squeeze bottles. I turned one paper plate to tin foil. One thing I had trouble with was the volumetric ketchup. I couldn't get it to look right, so I deleted the hot dog entirely. This thing rendered lightning fast - less than 10 minutes. The HDRI is Lilo Haven from Aversis.

     

     

     

    Thanks, Cath. I think this HDRI was shot at Lilo Yacht Haven near Antwerp. I was just in that area! I didn't realize that when I selected the HDRI. My husband looked at my picture and asked where it was. I did a little research. Aversis is a Belgian company, evidently. The URL ends with .be.

     

  • RenomistaRenomista Posts: 921
    MEC4D said:

    Yes that is true , the other vehicle in the HDRI is for transport small boots 

    ;-P

  • barbultbarbult Posts: 24,260
    Renomista said:
    MEC4D said:

    Yes that is true , the other vehicle in the HDRI is for transport small boots 

    ;-P

    Cath is just falling back on the German spelling. I understood; no problem.

  • RenomistaRenomista Posts: 921
    edited April 2016

    Ich natürlich auch .... (me too)

    Just couldn't resist...

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

    Nice to make fun of me Bad Renomista very Bad ! cheeky

    It is Dutch : Boot = boat, ship, not different in German ..even more Bad Renomista !

    my brain just read Dutch on the website and did not switched back to english on all levels  lol


    Yes that is true , the other vehicle in the HDRI is for transport small boots  

    Renomista said:

     

    ;-P

     

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

    I know you could not resist ! wait I will catch you next time ! lol  

    Renomista said:

    Ich natürlich auch .... (me too)

    Just couldn't resist...

     

  • RGcincyRGcincy Posts: 2,834
    barbult said:

    Here is the abandoned hot dog stand. I didn't change every texture, but I did change an awful lot of them to Vol 2 shaders. I added a geometry shell for dirt on the umbrella and plastic squeeze bottles. I turned one paper plate to tin foil. One thing I had trouble with was the volumetric ketchup. I couldn't get it to look right, so I deleted the hot dog entirely. This thing rendered lightning fast - less than 10 minutes. The HDRI is Lilo Haven from Aversis.

    Good one barbult! Like your choice of shaders.

  • fastbike1fastbike1 Posts: 4,078

    I understood as well. Still, pretty funny. cheeky 

    MEC4D said:

    I know you could not resist ! wait I will catch you next time ! lol  

    Renomista said:

    Ich natürlich auch .... (me too)

    Just couldn't resist...

     

     

  • barbultbarbult Posts: 24,260
    edited April 2016

    I used the rock, wet sand, grass, leaves, moss on rocks 2, and Volumetric water green algae, all from volume 2. I tried to do bubbles, but I couldn't get them to show up.

     

    Lee 7 Octopus Shark rocks and plants Iray .jpg
    2000 x 1500 - 2M
    Post edited by barbult on
  • MEC4DMEC4D Posts: 5,249

    Looking great , love it

    TIP for others : the water work best when you make your scene in a tank that is not visible by the camera so not going into water with the camera , it clean much faster 

    if you wanna it more cleaner reduce the Angle under SSS towards higher value but never 1 ( higher values will allow the light to scatter the object totally , lower value equal at 0.0 and front face only at lower than 0.0), or lower value of SSS amount  , for my tank I used 0.98 and lowered the SSS amount so it was clear but still has some little particles here and there less drinking water look with little glow

    barbult said:

    I used the rock, wet sand, grass, leaves, moss on rocks 2, and Volumetric water green algae, all from volume 2. I tried to do bubbles, but I couldn't get them to show up.

     

     

     

  • nicsttnicstt Posts: 11,715
    barbult said:

    I used the rock, wet sand, grass, leaves, moss on rocks 2, and Volumetric water green algae, all from volume 2. I tried to do bubbles, but I couldn't get them to show up.

     

    Hmm do the bubbles seperately, then layer them in photoshop/gimp, and adjust the opacity; might work?

  • barbultbarbult Posts: 24,260
    edited April 2016

    I added a few more critters and used the suggestions to clear the water a little more. I set the angle to 98 and lowered the SSS to 0.000035. For the bubbles, I lowered the refraction strength to get them to show up. I added the snorkel mask so I could play with some of the plastic, rubber, and silicone shaders.

    Lee 7 Octopus Shark rocks and plants Iray angle .98 SSS 0.000035 bubbles.jpg
    2000 x 1500 - 2M
    Post edited by barbult on
  • SpottedKittySpottedKitty Posts: 7,232

    Well, now I know how an octopus pantomimes, "Behind You!"...  

  • MEC4DMEC4D Posts: 5,249

    Definitely 100% improvement , love it, very cool , bubbles are not easy to show up on this deep level and volume of water as they need strong light from sky to show up , anyway great job 

    barbult said:

    I added a few more critters and used the suggestions to clear the water a little more. I set the angle to 98 and lowered the SSS to 0.000035. For the bubbles, I lowered the refraction strength to get them to show up. I added the snorkel mask so I could play with some of the plastic, rubber, and silicone shaders.

     

  • MEC4DMEC4D Posts: 5,249

    I was thinking the same when I saw the first render .. laugh 

    Well, now I know how an octopus pantomimes, "Behind You!"...  

     

  • RGcincyRGcincy Posts: 2,834
    barbult said:

    I added a few more critters and used the suggestions to clear the water a little more. I set the angle to 98 and lowered the SSS to 0.000035. For the bubbles, I lowered the refraction strength to get them to show up. I added the snorkel mask so I could play with some of the plastic, rubber, and silicone shaders.

    I like the addition of the snorkel and the greater depth of view. Well done!

  • barbultbarbult Posts: 24,260

    Thanks for your comments, SpottedKitty (very clever LOL), MEC4D, and RGincy. The snorkel is from a very old product called Scuba Gear. I got it in a bundle of Sea Life items. I don't think it is even in the store on its own anymore. The SKU is 314

  • Oso3DOso3D Posts: 15,015

    I think I actually picked up that bundle quite recently, Barbult. I was VERY impressed at how well some of the items perform, like that octopus.

     

  • barbultbarbult Posts: 24,260

    I think I actually picked up that bundle quite recently, Barbult. I was VERY impressed at how well some of the items perform, like that octopus.

    I added some translucency to the octopus. I think it made it look better.

  • Oso3DOso3D Posts: 15,015

    I think I copied over a skin shader setting, so it had translucency and SSS and the whole shebang.

    Could make Octopus jelly babies with Mec4d's thing.. .)

     

  • L'AdairL'Adair Posts: 9,479

    I've been working on a small scene to test out some of the shaders. I put together a chocolate and strawberry dessert using Sweet Temptation, and used shaders on everything except the cake and the strawberries. (The carpet shader, however, is from Homestyle Iray Shaders.) From Volume 2: The plate uses Benzene. The chocolate shavings and one chocolate wedge use Milk Chocolate Cube; the other chocolate wedge uses Chocolate Dark. The chocolate sauce uses Chocolate Dark Hot. The whipped cream uses Chocolate White. The coffee table is from ARTYficial Furniture and Poses and uses Wood Old Laquered Fine for the table and Wood Old Laquered Dark for the stripe. From Volume 1: The fork uses Silver 100 Brushed.

    Chocolate and Strawberries
     

    Chocolate and Strawberries, by L'Adair

    When I first started working with the plate, it was the only thing in the viewport, with the default hdri for lighting. I liked the way the light reflected off the surface. But when I changed to scene lights, the reflections disappeared, and you could hardly see the plate against the table. I created a cube primitive to create an enclosed "room" and using the geometry tool, separated the surfaces. There is actually a very nice ceiling tile image on the top of the cube, but it doesn't reflect on the glass. The bottom uses the carpet shader. And all four sides are emissive, luminance set just low enough to get the reflections. There is also a lamp on the table, with an emissive cube. That's where the yellow highlights are coming from, along with some of the more detailed reflections on the lower right side of the plate.

  • MEC4DMEC4D Posts: 5,249

    Very nice job Anita and good practice , glass is not easy to render in empty scene or just with one spot , it need diffused reflection  , and usually reflective surface need to be very close to the surface , and you did good job with the cube smart thinking ! the best effect you will always get with reflections like that if your reflective panels are behind top or on the sides slightly behind as fresnel will never pick up frontal reflections as much as sides top or behind like with water , when you look on water from above you see no reflections but on the angle you do . I look at my empty glass right now and all I see is just small reflection from the halogen  and nothing else on the edges.

    anyway good practice and thinking and the same goes for everything else in iray not just for glass , well done ! and it looks like lava cake my favorite 

  • SpottedKittySpottedKitty Posts: 7,232
    L'Adair said:
    When I first started working with the plate, it was the only thing in the viewport, with the default hdri for lighting. I liked the way the light reflected off the surface. But when I changed to scene lights, the reflections disappeared, and you could hardly see the plate against the table. I created a cube primitive to create an enclosed "room" and using the geometry tool, separated the surfaces. There is actually a very nice ceiling tile image on the top of the cube, but it doesn't reflect on the glass.

    That's something that still catches me out from time to time; guesstimating the light path from the camera to the shiny object to the bit of the surrounding scene you want reflected isn't straightforward. You were probably getting the side of the cube instead of the top reflected. And of course, when you switched to scene lights, there wasn't an environment so there was nothing to reflect. Been there, done that, couldn't see the invisible t-shirt...

  • RAMWolffRAMWolff Posts: 10,212

    Funny, I just got home from dinner and now I want dessert!  lol  Looks yummy!  +++

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    I made for you quick video how to create scene for rendering reflective objects using Scene Only mode so without HDRI or Sky Sun for Glass or metal , also zipped the scene if you like to play with, Used glasses from everyday drinks and shaders from vol.2 and vol.3 for the backdrop .

    It is simple but very effective , Video below 

    zip
    zip
    Render_Glass_scene_iray_mec4d.zip
    118K
    glass black 2.jpg
    848 x 1200 - 564K
    Post edited by MEC4D on
  • L'AdairL'Adair Posts: 9,479
    MEC4D said:

    Very nice job Anita and good practice , glass is not easy to render in empty scene or just with one spot , it need diffused reflection  , and usually reflective surface need to be very close to the surface , and you did good job with the cube smart thinking ! the best effect you will always get with reflections like that if your reflective panels are behind top or on the sides slightly behind as fresnel will never pick up frontal reflections as much as sides top or behind like with water , when you look on water from above you see no reflections but on the angle you do . I look at my empty glass right now and all I see is just small reflection from the halogen  and nothing else on the edges.

    anyway good practice and thinking and the same goes for everything else in iray not just for glass , well done ! and it looks like lava cake my favorite 

    Thank you, Cath. I made my decision on which "glass" shader to use based on the light of the default hdri. The cube with light coming at the scene from all sides was my attempt to recreate the effect. I added the lamp because the cake was too dark, but it still left the front of the cake in shadow. I liked the reflections of the lamp in the glass where it was, so I added a single spot. I know it's not a prize-winning image, but I'm happy with the results. You're right. It was good practice. And it was a lot of fun, too.

    I watched your video. I'm looking forward to applying what I've learned.

    RAMWolff said:

    Funny, I just got home from dinner and now I want dessert!  lol  Looks yummy!  +++

    Thank you. smiley

     

    L'Adair said:
    When I first started working with the plate, it was the only thing in the viewport, with the default hdri for lighting. I liked the way the light reflected off the surface. But when I changed to scene lights, the reflections disappeared, and you could hardly see the plate against the table. I created a cube primitive to create an enclosed "room" and using the geometry tool, separated the surfaces. There is actually a very nice ceiling tile image on the top of the cube, but it doesn't reflect on the glass.

    That's something that still catches me out from time to time; guesstimating the light path from the camera to the shiny object to the bit of the surrounding scene you want reflected isn't straightforward. You were probably getting the side of the cube instead of the top reflected. And of course, when you switched to scene lights, there wasn't an environment so there was nothing to reflect. Been there, done that, couldn't see the invisible t-shirt...

    Yes, it was only reflecting the light from the walls of the cube. Lesson learned. :) My computer isn't robust enough to work with the Iray Preview most of the time, but it came in handy as I worked to recreate the effect of the hdri in Scene Only mode. Once I had the reflections on the plate the way I wanted, I built the scene around the plate.

  • KnittingmommyKnittingmommy Posts: 8,191

    I think that was one of the most useful videos I've seen in a long time!  Thanks, Cath!

  • MEC4DMEC4D Posts: 5,249

    The spot lights create always just small point of reflection , they are good but more for very diffused objects surfaces and less reflective, point light do little better especially  if you choice other shape but usually the cakes looks  dark even in a picture unless you flash it up with some camera headlamp on a very low setting , It was very good set technically and yummy :)

    L'Adair said:
    MEC4D said:

    Very nice job Anita and good practice , glass is not easy to render in empty scene or just with one spot , it need diffused reflection  , and usually reflective surface need to be very close to the surface , and you did good job with the cube smart thinking ! the best effect you will always get with reflections like that if your reflective panels are behind top or on the sides slightly behind as fresnel will never pick up frontal reflections as much as sides top or behind like with water , when you look on water from above you see no reflections but on the angle you do . I look at my empty glass right now and all I see is just small reflection from the halogen  and nothing else on the edges.

    anyway good practice and thinking and the same goes for everything else in iray not just for glass , well done ! and it looks like lava cake my favorite 

    Thank you, Cath. I made my decision on which "glass" shader to use based on the light of the default hdri. The cube with light coming at the scene from all sides was my attempt to recreate the effect. I added the lamp because the cake was too dark, but it still left the front of the cake in shadow. I liked the reflections of the lamp in the glass where it was, so I added a single spot. I know it's not a prize-winning image, but I'm happy with the results. You're right. It was good practice. And it was a lot of fun, too.

    I watched your video. I'm looking forward to applying what I've learned

     

  • MEC4DMEC4D Posts: 5,249

    You welcome, sometimes simple things can do better job than high end stuff , the set can be used also for portrait , you can duplicate one of the box and set on front and you will get nice diffused soft box for studio skin shots

    I think that was one of the most useful videos I've seen in a long time!  Thanks, Cath!

     

  • MEC4DMEC4D Posts: 5,249
    edited April 2016

    Tested some stuff out and retextured Dragon Rider with vol.2 and vol.3 , the skin on G2M is synthetic produced by Iray shader no color photo textures , HDRI for lighting 

    Click for big resolution ;)

    dragon rider synthetic3.jpg
    2880 x 1533 - 1M
    Post edited by Chohole on
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