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Here is the Gloss map, and a preliminary color-map using stone. Enjoy y'all, I need to call it an early night here. chat later.
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Dinnington Somerset Roman Villa Mosaic 1 color map final draft. v030.266full
I can hear some gripers now, The res of that mosaic is to low to be useful in a render. It needs to be four times that size to get rid of that square pixel junk (or to make it to large to upload here, or to waist ram on a background).
What is needed, is the rest of the floor, put around the mosaic, lol.
I provide these texture files FREE of charge for anyone to use as they see fit.
(EDIT 13Apr2015, added a Spec Map, to control where gloss and reflection is)
And the test render, for the above files...
(EDIT 13Apr2015, added a new test render of the floor, with the SpecMap, and a screen-cap of the settings used)
I did not use "Mosic1CntrPreMap0030266full006.png" in the mat, that was just provided so others could apply there own colors easily. The diffuse map is using the "Mosic1CntrPreMap0030266full007rocktxtr1002.png".
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And the rock color maps used, so other stuff can match. Tho it is best to have it not exactly the same shade, just like real rock.
I provide these texture files FREE of charge for anyone to use as they see fit.
and the "mid gray".
Thanks 'Tarina Kivi', also it looks great from the side, it's just when the view starts to look down up close.
Well, it is time for the ARES training net, chat later y'all.
As for the colors, the 'Gloss' effect has muted them some from the intended shade. The blue is called "Egyptian Blue" and I don't recall Tony Robinson or the expert mention what the red was, they just showed it.
Well this morning started off well. I just wanted to make a backup of the CMS database, I have yet to find that folder on 'C', however I discovered other things of interest. I have methods to locate the CMS data base, it's the other stuff that is becoming "A thorn in the foot".
It looks like DIM is not the only program not granted read permission with files it created in the first place.
There is multiple Daz folders allover the place, some of them with the same exact folder name inside the same directory as it's duplicate??? and they have different contents. It makes it 'fun' to locate my renders, or more frustrating then fun.
Congrats zarcondeegrissom on finishing, nice job. Thanks for the textures.
Well I have not fussed with this set in a while. I may drop the first floor ceiling down from ten feet to perhaps eight feet. I may also reshape that galaxy view thing from 10x10 feet to a 4:3 (10x7.5 ft) screen. I was going to put that Roman Villa mosaic in the center of this set as a preview of sorts. Tho I have other ideas for the final floor in this 'Casting Reflections' set.
Also, Wilmap has unveiled a few outfits I would like to try out. I just don't remember if the "Long dress" in the content library, is that patch dress or not. That was to many cups of coffee ago, lol.
well this took far longer to render, then it should have. I thought it was just my lack of coffee, tho win7 seams to like to keep between 25% and 50% of the processors idling at all times, unlike XP that took less then an hour to do this set (at 1600x1200 or less).
In the words of Eli Wallace having discovering someone already on the bridge, "What, The, Hell".
In any case, "Wilmap in motion, part2". I'm liking the twist handles, and the ability to apply them to different parts of the dress interdependently.
I gave up and went to bed, I don't know how long it took to do the renders, and the results are bogus any ways with idling cpu cores.
This was from a 1200x900 SR=0.50 test render, that eventually was aborted. The render should have taken less then fifteen minutes.
Have you taken into consideration the SIZE of the texture files loaded into this render and the Time needed to calculate the light? Just the bump map alone on the floor tiles will RAMP the render time way up to create the proper lighting on just that part. Now add the G2F its textures and the Dress and its textures plus the transmapped hair. All add time to the lighting calculations and you have 6 lights to calculate for.
I didn't think about it in that way, tho I figured out that a ridicules bucket size (48 or 64) tends to reduce the CPU dead time, lol.
Well This is what happens when you order allot of stuff at once, then start tossing it all into an empty box scene to see what you got.
Is Aoiri supposed to be an Elf, or Colette Ferro in a former life, lol.
http://www.daz3d.com/aoiri-for-v6
http://www.daz3d.com/scifi-melee-weapons
My custom "Staff of Render Hell".
ShipSkin reflective displacement and specular color maps.
because I have not posted a texture in far to long, and I just started to have some fun with them again.
The actual patron, is from a RF absorbing lining for an LNA enclosure. This is just a single side of the PCB for that project, and it has been affectionately dubbed "Ship Skin" because of it's cool look when tiled across the inside of a box. It's a shame this layer is sandwiched between more RF-diffuse absorbing-layers, and the Copper-Sheet-lining of the enclosure, completely hidden from view.
(edit)
added the Defuse Color Map, as it works better for reflective surfaces.
here Is an example of the render with the updated Diffuse Color map, instead of just using the Specular map in it's place.
Now this is starting to look like a dangerous idea. Bar stools, very simple bar stools. Made in Daz Studio, for Daz studio.
There is just so many possibilities with the shapes and heights alone, to say nothing of metal vs wood colors.
Now these are just prototypes for now. I don't think a 35inch tall chair actually exists in a bar, tho it has been a few years since I've been near such an establishment, lol.
I just need to figure out how to export them so I can share them over at sharcg, assuming the TOS allows that (both Daz3d and sharecg).
It has been far to long since I've posted any simple texture maps. So I will attempt to post the patrons from this screen-cap in turn. Thing is, I need to figure what out of the several hundred permutations, actually worked, and post them.
To start with is that cool Illuminated Tote Board. In reality there a thick piece of tempered glass, a dimmable amber light on the edge, and a simple white geese pencil to make the marks that appear to glow.
Here I'm using an 'Ambient color' of (192r 64g 0b) with various masks to mimic the affect (Edit; Ambient strength at 75%, Reflection strength at 50%, Lighting Model "Plastic"). This was applied to a 8 foot x 8 foot plane (Primitive).
The 'Specular map was to have the reflectivity only show where the marks were not, tho the reflection should be kept low, as it is also in the transparent part of the panel.
This measure wall is probably the one thing that takes the most to render, as it is semi-transparent with reflections, all in ray-trace. the rest of the stuff was not that bad at all.
(Edit)
The screen-cap was from a FW Nikki comparison. left to right, G2F (plane), FW Nikki (No Aiko6), FW Nikki (with Aiko6), and Aiko6 (plane).
http://www.daz3d.com/fw-nikki
http://www.daz3d.com/aiko-6
further info on the stuff in the scene.
http://www.daz3d.com/forums/viewreply/649221/
Super simple tile floor. Now I started with a 1ft cube, and used the X/Y scaling to get it the correct size for my purposes, so a six tile element made tiling simple. It's not super high res, tho fore things that get tiled, that is not a problem as long as it is good enough to not be noticed behind the other properties like the reflections on the surface.
Diffuse Map, Specular (for reflectivity zoning), and Displacement map.
The triangle patron on the swimsuits is super simple.
I set the color to (64r, 64g, 64b) with the attached Diffuse map in that channel. Then I set the Specular map, with the reflection strength at 50%. No displacement maps, No other maps at all.
Depending on your taste, the color in the Diffuse channel can be changed to your liking with the attached map applied, this is what worked in the gray test room this scene was in.
For the "Ocean Swimsuit" used here, I set the horizontal and vertical tiling to 16 for each. Belt, Clasp_belt, and Clasps were set to 0% opacity to make them disappear.
http://www.daz3d.com/ocean-swimsuit
And a checker version of the above patron. Same setting can apply, or make up your own, the idea is to have fun and try new stuff.
Preliminary Metric measuring texture maps. It is tillable unlike the other one that has a full border all the way around.
(edit)
after fiddling with this a bit to get it to look good at a few scales of distance, I think I put up the wrong Diffuse mat for the British Imperial version. Still more work to do on the metric one tho. I'll re post them after I sift threw some things here.
(Edit2)
Never mind, I did use the exact settings and textures as posted.
A work in progress. A test Progressive Scan render, and the screen-cap.
(edit)
minor adjustment to the brightness of the diffuse map lines, and decreased the transparency a tad.
Measure Wall Metric v02007
Here are the tileable maps, and the settings I used for a two meter plane primitive. The settings not shown, are at there default values for Daz Studio 4.6 pro.
Enjoy, and have fun.
Super Simple low-res texture maps for testing massive amounts of stuff?
I just recently got around to looking at some stuff purchased the beginning of the month, and ran into an interesting issue. I filled my scratch-disk to the point 3Delight would not run a render. Wow, how did I manage to do that I ask, and still don't totally understand.
With six Gisalle6 Pro-pack figures, cloths and all, plus advanced shaders all over the room is my only guess. So I backed off, and started with just the room, then I went to the cloths. I hope I can compile a basic collection of small maps for use in situations like this. However I have no clue how Daz Studio treats tiled maps (one copy sent to 3Delight to be rendered, or making a full surface tdl file from the map first?).
The floor was two parts, by them self it was not much. However combined it was to much. I had scaled up my Roman Floor maps to around 4000x4000 pixels, and used a gray-scale-conversion of DG Shader Essentials stone surfaces as the perimeter. It looked phenomenal, and used a tone of RAM by it's self, no clue on the tdl files in the temp drive. I replaced it all with a mat-gray 40x40 foot primitive plane, and the Ram use dropped to almost nothing, hmmm. I did the same to the walls at the same time. It looked drab as all hell, tho the resource usage was better. I've got to put something on that floor at least, lol.
I noticed that there was a copy of the same jpg map, for each surface it was used on, on the scratch-disk. Ahhh, I need to make them simpler and much smaller. The problem is with small maps, things get fuzzy around the edges as you zoom in, or make them bigger. Threw trial and error, I figured out that that “Smoothing” on/off switch in the surfaces tab is directly responsible for that. Perfect for a simple square floor tile, not so for cloths. And the bumps and displacement needs to go this time round, it's a test room, not a full fledged scene.
100x100 pixel Diffuse, and a Specular map for mapping reflective arias, nothing more. I need to do some more digging on the other bits.
(EDIT)
Despite the name, it is NOT Onyx, oops. 30rgb not 11rgb, I'll pose more in a bit with a real Onyx. (Edit2) Replaced this one with the proper name "Obsidian".
(EDIT 02APR2015 6:45z)
Yes, these two maps are also CC0 (Public Domain).
I had used the triangle patron on some of the cloths, and forgot to remove the bump and Displacement maps before tiling them sixteen times. I cant even imagine the Poly count on that, oops.
Stripping all the maps, and replacing them with just the one triangle set (not the 2x2 one before), reduced the ram and the scratch-disk use allot. And yes I did close and restart Daz Studio each step, I didn't have a choice in the matter with less then 80mb left on the 2GB drive. Yes I've got to do something about that, later tho (lack the $$$.$$).
After the triangle thing, I started thinking of how jpg dose it's compression. Rows of the same color get a simple symbol, changing rows get a symbol for each step of color change along each row. If I can keep a big part of each row the same, it will be smaller on the scratch-disk. That and squares can be made smaller then angled lines with fuzzing on the edges.
So I ditched the triangles for a smaller checker-patron... A much smaller pixel count to say the least with just as good looking edges. In fact diffuse only, no specular or anything else was the final choice I went with.
I didn’t turn off the “Smoothing” on th cloths surface tab thing, I didn't dare to with the way cloths stretch. A floor yes, cloths no.
a 50% and a 75% spec map for the former small floor tile set.
(edit)
Added a bump map if you must have it, that adds polygons and stuff tho to the floor.
(EDIT 02APR2015 6:47z)
Yes, these three maps are also CC0 (Public Domain).
Now that is done rendering, time for some fun with dull colors. First off, here is that room with and without the Displacement-map, using the first set of Specular and Diffuse maps. That weird shadow between the tiles is probably something to do with the shadow bias, however I'm not looking at that now.