Texturing with DestinysGarden

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  • TabascoJackTabascoJack Posts: 865
    Wilmap said:

    Here's the texture on a dress I made. Will come in very useful.

     

    That's really nice.

  • MelanieLMelanieL Posts: 7,384

    Ooh, looks like a really interesting thread - I guess the front row is full by now, so I'll pull up a chair into the second row...

  • dracorndracorn Posts: 2,345
    Woo HOOOO! I have SO been waiting for something like this! I switched from watercolor painting and beadwork to Digital art after a neck injury prevented me from looking down at my work. I have these wonderful ideas for characters, clothes and environments to go with a fantasy series I hope to publish, but haven't been able to get my style in my digital art yet. I need to be able to do my own designs to accomplish this, so I'm squeezing into the front row with everybody else and hope that they don't mind my elbows. Thank Destiny for doing this.
  • DestinysGardenDestinysGarden Posts: 2,550
    Kharma said:

    I have a question please...Once you have all the settings in the surfaces tab set as you want how do you save that out as a shader to reuse later?

     

    File/save as/shader preset. Here is a screen shot of what I typically have unchecked.

     

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  • DestinysGardenDestinysGarden Posts: 2,550
    edited March 2016

    Beautiful Wendy!

    Welcome Melanie and dracorn.

     

    Backing up a bit to be very brief on saving out your presets. I know most of you already know how to do this, so talk amoung yourselves.

    On my external hard drive, my main runtime is called DIM, and that is where I install everything from Daz, through DIM. (Makes sense right?)

    The other runtime I have is called testing. That is where I put all my works in progress, and items that I test for others. There are much better tutorials out there for how to set up a runtime, and package something for distribution. If anyone has any links, please post them here and I'll add it to the earlier post with the resources.

    Here is a sample of my folder structure on my desktop, with the maps I gave out under the runtime folder.

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    Post edited by DestinysGarden on
  • DestinysGardenDestinysGarden Posts: 2,550

    One more little tidbit, you would want to save your shader preset in the shader preset folder (again, logical, LOL.) When you set up your surface, browse to the folder under the runtime to select the textures for the surface, and your shader preset will save that relative path.

    Add your new runtime in Daz Studio under both DAZ Studio Formats and Poser Formats.The second screen shot shows what it looks like in the Content Library.

    Last tidbit, I am the last person to ask about metadata, smart content, Daz Connect, and all of that, and as the topic has been thoroughly canvased in the Commons, we'll let that discussion go right here, heh. The short of it is, if you put your files in a place you can find them later, you have done it correctly.

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  • BlueIreneBlueIrene Posts: 1,318
    edited March 2016

    Another one late for class here, but I did bring my homework :) Here's G2F wearing my attempt, together with an expression of horrified disbelief similar to the one I wore in the seventies when my mother made me a crimplene bell-bottomed trouser suit to wear to primary school! Thanks so much for taking the time to show us these things, DG. It really is appreciated.

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  • DestinysGardenDestinysGarden Posts: 2,550

    Welcome Astracadia! The pink and purple combo is most excellent. Thanks for joining in.

    I think there is a photo of me wearing a brown and orange plaid trouser suit. I believe my grandmother had made it for me. Thank goodness those days are behind us.

    Of course if someone wants to make orange and brown plaid textures, we can do it.

    So far we have only messed about very generally in the surfaces tab, and see how much we are having already? I'll start by doing a new texture for the blazer I have been using in my pictures, unless someone throws a better suggestion at me.

     

  • IceDragonArtIceDragonArt Posts: 12,548

    "gently removes dracorns elbow from her ribs and scooches over to give more room*    Totally lost me on saving it to a runtime but I will go track down further instructions on that at some point. Going to try this texture tonight if I get a chance after dinner.

  • IceDragonArtIceDragonArt Posts: 12,548

    Is there a free version of filter forge?  I see the free trial but is there a different option?

     

  • mori_mannmori_mann Posts: 1,152

    This calls for a bookmark :D

    One day, my life will be my own and I'll have time. One day. One day..

  • DestinysGardenDestinysGarden Posts: 2,550

    Is there a free version of filter forge?  I see the free trial but is there a different option?

     

    No, they have the trial, a subscription, and they regularly have sales 70-80% off. I'll give a heads up next time I see it.

    Good news is I got an offer from someone to donate their fantasy castle, so we can texture it together. It should be a fun job. Stone and brick are among my favorite things.

  • IceDragonArtIceDragonArt Posts: 12,548
    edited March 2016

    okay I know how to turn a colored pattern into black and white.  But how on earth do I flip it to white and black?  Edited to add never mind I found it lol.

    Post edited by IceDragonArt on
  • MelanieLMelanieL Posts: 7,384
    edited March 2016

    Played with this earlier but forgot to post - here's a Medieval Cloaks item with the full treatment

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    Post edited by MelanieL on
  • IceDragonArtIceDragonArt Posts: 12,548

    Think I got it.  I am assuming that one can play with how metallic and shiny things are.

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  • DestinysGardenDestinysGarden Posts: 2,550
    edited March 2016

    Those are both gorgeous. Well done.

    Ice Dragon, you can play with anything you want. It is your surface after all. I hope I'm just pointing you in the right direction. The amount of shininess with the Iray shader are the parameters that say Roughness. Glossy Roughness, Top Coat Roughness, etc. Smaller values like 0.1 will be very shiny, and higher values like 0.9 or 1.0 are not at all shiny. The higher roughness values take longer to render. Iray likes it shiny.

    To answer your other question for posterity, in the Image Editor we looked at before, there is an option for Invert, and turn it to On. The problem with changing settings in the Image Editor is that when you apply any other preset to the surface, all changed items in the Image Editor revert back to default. I've submitted a bug report/feature request for it not to do that, but I don't think it is a huge priority for the dev team. The most consistent way is to invert the map in your 2D graphics program. In PaintshopPro it is called Negative Image, and I'd assume there are similar options in PhotoShop and Gimp.

    Post edited by DestinysGarden on
  • dracorndracorn Posts: 2,345

    OK, so 5 maps. Now what? I've opened Daz Studio, created a plane, and applied the Iry Uber shader to it. Default environment only Here are some examples of what you can do.

    Map 1W in Metallicity

     

    OK, feeling kinda dumb here, but I can't seem to achieve step 1.  Yes, I use 3Delight and have no experience converting materials to Iray.

    Start with square one:
    Created plane, 1 meter, 10 divisions.
    Shader Presets, IRay, DAZ Uber, and applied Iray Uber Base.
    Surfaces, Base Mixing at PBR Metallicity/Roughness.
    Metallicity at 1, added DGTextureChallenge1W. and set base color. 

    Did a render, and I don't see the pattern. 
    Um, where am I going wrong?

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  • IceDragonArtIceDragonArt Posts: 12,548

    Well I googled it as well and if you do control + i in photoshop it will invert it as well..... As long as its already black and white. Just thought I would toss that out there cause its super quick and easy to do.

    Also a question on tiling.  If try the pattern as you did in you last example, the one where you just added the pattern to the metallic flakes.  My pattern comes out far to large.  I tried adusting the vertical and horizontal but it adjusted the image map of the shorts as well which was sincerely strange looking.  How can I scale down just the pattern and not the image in the base color that has the outfit maps in it?

  • DestinysGardenDestinysGarden Posts: 2,550
    edited July 2016

    That is the Image Editor I've been going on about. Click on your image in the surfaces tab. The third option down is the Image Editor. It will open up a dialog box shown below. Leave the general tiling at 1 and your other maps will not tile down.

    Post edited by DestinysGarden on
  • dHandledHandle Posts: 617
    dracorn said:

    OK, so 5 maps. Now what? I've opened Daz Studio, created a plane, and applied the Iry Uber shader to it. Default environment only Here are some examples of what you can do.

    Map 1W in Metallicity

     

    OK, feeling kinda dumb here, but I can't seem to achieve step 1.  Yes, I use 3Delight and have no experience converting materials to Iray.

    Start with square one:
    Created plane, 1 meter, 10 divisions.
    Shader Presets, IRay, DAZ Uber, and applied Iray Uber Base.
    Surfaces, Base Mixing at PBR Metallicity/Roughness.
    Metallicity at 1, added DGTextureChallenge1W. and set base color. 

    Did a render, and I don't see the pattern. 
    Um, where am I going wrong?

    Dracorn, you need to set the render engine to NVIDIA Iray.  I had mine set correctly, and switched it to 3Dlight to see what I would get. I got exactly what you got.  Then I switched it back to Iray and saw the pattern like I was supposed to.

    So..in the Render settings tab, under the editor tab, change the engine from 3Delight to NVIDIA Iray and try rendering it out. 

  • DestinysGardenDestinysGarden Posts: 2,550

    Dracorn, I'm not sure what the issue is. The parameters tab looks fine to me, and you should be getting some sort of pattern. Did you leave the plane flat on the ground and point the camera down at it? If you did, try rotating the plane on the x axis 90 degrees. Another thing you could try is delete the plane, and create a primitive sphere, cylinder, or cube instead.

  • dracorndracorn Posts: 2,345
    dHandle said:
    dracorn said:

    OK, so 5 maps. Now what? I've opened Daz Studio, created a plane, and applied the Iry Uber shader to it. Default environment only Here are some examples of what you can do.

    Map 1W in Metallicity

     

    OK, feeling kinda dumb here, but I can't seem to achieve step 1.  Yes, I use 3Delight and have no experience converting materials to Iray.

    Start with square one:
    Created plane, 1 meter, 10 divisions.
    Shader Presets, IRay, DAZ Uber, and applied Iray Uber Base.
    Surfaces, Base Mixing at PBR Metallicity/Roughness.
    Metallicity at 1, added DGTextureChallenge1W. and set base color. 

    Did a render, and I don't see the pattern. 
    Um, where am I going wrong?

    Dracorn, you need to set the render engine to NVIDIA Iray.  I had mine set correctly, and switched it to 3Dlight to see what I would get. I got exactly what you got.  Then I switched it back to Iray and saw the pattern like I was supposed to.

    So..in the Render settings tab, under the editor tab, change the engine from 3Delight to NVIDIA Iray and try rendering it out. 

    Boy, did I have to laugh at myself!  That was a serious, well, DUH moment.  Yes, it rendered in Iray just fine.

  • IceDragonArtIceDragonArt Posts: 12,548

    That is the Image Editor I've been going on about. Click on your image in the surfaces tab. The third option down is the Image Editor. It will open up a dialog box shown below. Leave the general tiling at 1 and your other maps will not tile down.

    Well that will certainly be easier than stitching it together in photoshop lol.

  • DestinysGardenDestinysGarden Posts: 2,550
    dracorn said:
    dHandle said:
    dracorn said:

    OK, so 5 maps. Now what? I've opened Daz Studio, created a plane, and applied the Iry Uber shader to it. Default environment only Here are some examples of what you can do.

    Map 1W in Metallicity

     

    OK, feeling kinda dumb here, but I can't seem to achieve step 1.  Yes, I use 3Delight and have no experience converting materials to Iray.

    Start with square one:
    Created plane, 1 meter, 10 divisions.
    Shader Presets, IRay, DAZ Uber, and applied Iray Uber Base.
    Surfaces, Base Mixing at PBR Metallicity/Roughness.
    Metallicity at 1, added DGTextureChallenge1W. and set base color. 

    Did a render, and I don't see the pattern. 
    Um, where am I going wrong?

    Dracorn, you need to set the render engine to NVIDIA Iray.  I had mine set correctly, and switched it to 3Dlight to see what I would get. I got exactly what you got.  Then I switched it back to Iray and saw the pattern like I was supposed to.

    So..in the Render settings tab, under the editor tab, change the engine from 3Delight to NVIDIA Iray and try rendering it out. 

    Boy, did I have to laugh at myself!  That was a serious, well, DUH moment.  Yes, it rendered in Iray just fine.

    I didn't catch that either. Nice save there.

  • IceDragonArtIceDragonArt Posts: 12,548
    Wilmap said:

    Here's the texture on a dress I made. Will come in very useful.

     

    Gorgeous!

     

  • dracorndracorn Posts: 2,345

    I really appreciate you doing this, Destiny.

    Can I ask you a *really* big favor?

    Can you tell me how to do this in 3Delight

    ...Pretty please?  laugh  Can ​I bribe you with a picture of two cute little birdies?

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  • IceDragonArtIceDragonArt Posts: 12,548

     

    OK, I've got one more practical example of using a black and white map to change a surface. In this screen shot we have the Blazer Outfit, first render with default textures. The second render, all I did was put the 1W map from above in the Metallic Flakes and chose a gold color.

    The second image is a very cool thing in the Iray shader. It is called the Image Editor. You get to it by clicking on an image map in the surfaces tab. The first four options are Browse, None, Image Editor, and Layered Image Editor. Image Editor is the one we want here. I changed the tiling on the Metallic Flakes Weight only down to 6. This leaves all other maps at the defualt tiling, which can be very important if you want to layer a surface modification of some type over an item that is using an opacity map.

    When I try this the whole thing gets a metallic sheen to it not just the pattern.  Not sure what I am doing wrong. I tried both the black and white map and a white and black map. the only thing I changed was the tiling to 6 or 8 just for the metallic weight as you suggested.

     

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  • mjc1016mjc1016 Posts: 15,001
    dracorn said:

    I really appreciate you doing this, Destiny.

    Can I ask you a *really* big favor?

    Can you tell me how to do this in 3Delight

    ...Pretty please?  laugh  Can ​I bribe you with a picture of two cute little birdies?

    You can't do it exactly like this in 3DL...because, by default there is only one tiling control per surface.  But by using the Shader Mixer you can add individual tiling to the various parameters and approximate the missing layers (like Metalicity)

  • dHandledHandle Posts: 617

    Well, I didn't exactly do everything in the examples.  I didn't try the metallic flakes part yet.  Just wanted to get something out, and see how it looked.

    I am rather amazed! Looks ok for a 1st attempt.

    I used one of Wilmaps wardrobe freebies...the nightshirt, I think, and played around until it looked decent enough that any self-respecting woman wouldn't wake up screaming if she wore it to bed.

    *grin*

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  • KharmaKharma Posts: 3,214

    Not sure if I did this exactly right, but it turned out ok...I had the texture in both metallicity and metallic flakes ...was it only supposed to be one or the other?

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