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You can use my shaders in any PBR rendering engine not just Iray , my shaders can be used in Iray and also in Unity, Toolbag, Arnold, Blender, Maxwell, Renderman , V-Ray, Skyshop and Poser with Cycles I hope I remember all .. the power of PBR !
Yes [glossiness ] but looks really nice I like the color switching .. the color 078 and 081 will create the soft effect when the light is in front or slightly on the side , the thumb was rendered with the max power source what is sun sky in iray .But looks really natural play with the glossiness level up and down higher above 0.77 sharper effect, bellow 0.77 softer effect [not the weight or other settings] to find the best result [ always put the same value under main glossy and top coat glossy ]
Will do, I have removed my recipe.
Cath, I have a question for you about the satin shaders. I noticed that the micro surfaces render 90 degrees different than their icons. What I mean is that when the icon shows vertical lines in the micro surface, the shader renders with horizontal lines. If I look at the normal map it is horizontal. In one case, I used Layered Image Editor to rotate the normal map. But I was wondering why they are rotated differently than the icons.
No , this mean the UVs of your model are in different position , the patterns go as the texture go , sometimes artist place the UVs island to safe as much space as possible so they rotate the UVs islands .. I do myself too but since Iray I try to keep them in the right position
Beautiful use of the satin shaders! Mine will come later.
I am late as I was working on the wet cloth shader (it works great!) so here is the image (before and after nik filters) :
Ugh, that is so depressing. It's amazing what people WILL spend money on but then screw some artists over.
My favorite stories about piracy come from game developers who deal with piracy all the time. Some of them will release gimped versions of their games (like the pirated version of their game will crash right before the user reaches the end, thus the thief loses all progress.) Forums get flooded about games crashing, effectively outting who are the thieves.
Wow, Great images and great clothes!
I achieved the wet effect with sun at cameras back and a lamp over head as you said. Did it with a cotton clean wrinkled 50's swimsuit that allowed me to post it here as transparent wet is only evident in the navel-
And another question about scaling...
Is about all that I tried to do with the island shaders. The fiddling I did with with geoshells was in order to use masks for different parts of the terrain which I did not achieve in the image I finally posted. Today I gave it another try this time with 5 geoshells. Subdividing the terrain and Offsetting them diferently (incrementally; first at 0.1, last at 0.5) got rid of the straight polygons and lines. But the problem is that the masks need to be in the cutout with 1 Hor 1 Vert in order to work.
That means I do not know how to give the proper scale for the shaders as some need different scale. Is there a rule? Had not time to try but I magine if scale is 10x10 in the shader it should work with 0.1x0.1 in the image editor. But what happens if scale is 7x30 or another odd combination?
And another show of your shaders before bed time here. Leathers, benzene crystal, Tea, wine and the tray a great metal whose name I don't remember
Chianti or Long Island iced tea, Madam? Huge file in my DA gallery
The UV is always 1:1 that is the only rule , if your model proportion is changed the UVs scale is screeched let say 7:30 the horizontal get 7 and vertical 30 compare it to 7:7 and 30:30 to find the right value for each direction ,
imagine you have cube with the same faces 1:1 now you scale the horizontal size 7 times , then you have to tile the textures 7 times in the horizontal direction to match the 7:1 scale of the object and have all sides in the same texture scale
I will make tutorial today as that is not how it should looks like
Did you used control map for the wet part of the t-shirt ? looks correct nice idea .. she does wear black bra lol
Just a couple of quick ones. G2F and her hair use standard DS Iray shaders in both images, everything else is Mec4D.
Gen looked so fed up at having to scrub the sofa that I thought I'd better let her have a sit down out in the sunshine after!
Nice, and a glass of wine, too.
It looks nice , you could render it little longer but well used , the light may be slightly too strong in the exposure but the composition is nice
I had my spring outdoor cleaning and scrubing already .. no thanks , I prefer the relaxing time with glass of wine hahaha
well done ! both !
Now I'm trying the black and white pattern (courtesy of PD Iray Shader Kit 2) in the glossy color and top coat color. Is this the way it should look? I was kind of surprised to see part of the fabric turn black. I thought it would just be less shiny. There are various Volume 2 shaders in these images, too. The HDRI used for lighting and background is Lussan Street Border from Aversis.
Edit: Oops - hit the button without the files.
I spent the past week working on one scene, using the new FW Nathan HD for G3M. I was just checking out the new character and testing how well Lani Hair works on the males. A whole story developed, though, once I settled on a pose. The satin sheets use the recently gifted satin shaders, the coins in the glass under the lamp use metal shaders from Vol 3. The lamp base uses gun metal shaders from Vol 2. Basically, if it's metal or plastic, it's had a shader applied from Vol 1, Vol 2 or Vol 3. The Voodoo table in both rooms use the bare wood shader from Vol 2.
Anyway, I had fun. And I learned a few things, (unrelated to shaders.) Oh, yeah... this is the DAZ website version. I added underpants so there was no violation of DAZ's TOS. I figured the mods might consider the Real Hairy "happy trails" to be pubic hair. (Looks like I may finally have to break down and create an account over at DA!)
When It's Too Dark To Surf
(Theoretically, if you click on the image, the gallery page should open up in a new window/tab.)
Looks pretty but don't remember if i tod you to change glossy color [scatter] to [scatter and transmit] , only [scatter ]will block the diffuse color
Nice flasher lol
I'm missing something. I changed glossy color to scatter and transmit, but it looked the same. So I also changed top coat color to scatter and transmit and it still looked the same.
Edit: I think the issue is that the base color of this satin shader is almost black.
@Barbult You are not allowed to share shader structures , please remove it
I'm very sorry. I'm glad I saw your reply quickly. I deleted the screenshots. I posted it so you could see what I did, to see if I did something wrong.
If something like that happens again, you could ask an admin to remove the post, in case the poster doesn't see your reply quickly to edit their post.
No problem , don't worry
Yes you are correct with the settings , I just checked it on my shader ,
you have 2 options , change the brightness of the diffuse slightly higher
or I just found another funky way, add fresh shader of the satin to the fabric and plug the black and white pattern into base normal and set on 0.30
since the shader is for reverse normal effect you should get more interesting result , in both the light and dark area of the fabric
first image diffuse lighter setting as you already had , the second original satin color + only pattern under normal set on 0.30
Try this pattern under Main Normal value 0.30
tile around 9
it should create lighter flower on the shadows and darker on the light areas
another pattern put under Main Normal value 0.30
tile around 15
Lighter Base
Normal .30
Thank you for the flowers!
Looks really pretty love the dress materials , you see the HDR Castle you use have the sun from above and less powerful ambient light hit the front so there is less shine on the front and less variations and contrast of the light and shadows, try the Pixar HDR it have nice frontal light , you can also invert the pattern to reverse to negative for different effect of the light