Will's Freebies

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Comments

  • Oso3DOso3D Posts: 15,009

    My suggestion would be to use as small a cube as you can; at 500 meters, you are going to have a lot of geometry that's going to suck up processing but be outside the shot. That's going to take some experimentation. You are talking about a colossal mesh; as an experiment, try putting it in Wireframe mode and see how far apart the vertices are -- they are going to define the shape of the displacement.

    The Displace tiling should be higher; I'm doing some testing for specific numbers, but '.2' basically means very large scale swells rather than smaller waves.

    The problem is that Iray displacement is VERY mesh dependent, which is one reason a lot of my initial ocean shaders relied on Bump. (That and, early on, I couldn't figure out how to get procedural Displacement to work right)

     

  • AndySAndyS Posts: 1,438

    Yea Will,

    but please tell me the measures of the ocean you used in your promo.
    I don't have any feeling about the values for the cube dimension, the divisions, the tiling and the SubDs.

  • Oso3DOso3D Posts: 15,009

    Ok, just hit something I don't understand. Um. oooo k.

    So, start with a cube that's 1 meter, 256 divisions, and scale it up.

    For some reason, a 1 meter cube with 2000% scale behaves differently, with displacement, than a 20 meter cube with 100% scale.

    I DON'T KNOW WHY

     

  • Are you setting these up as advanced presets on the Settings Tab for DAZ Iray Uber?  Or rewiring them in ShaderMixer?

  • AndySAndyS Posts: 1,438
    So, start with a cube that's 1 meter, 256 divisions, and scale it up.

    For some reason, a 1 meter cube with 2000% scale behaves differently, with displacement, than a 20 meter cube with 100% scale.

    I DON'T KNOW WHY

    OK, but 256 divisions for the 1 meter still stay at only 256 divisions on the total lenght? Even 100 meter length (scaled by 10000%) have only 256 divisions?
    That way you'll need a high value for Displacement SubD ! Or is your ship only a very small miniature?

    I chose a little different setup: A cube 20 meter with 200 divisions. Then I set x- and z-Scale to 500%.
    The Displacement Tilin to 1 (instead of 10), reduced Bump Strength to 1 and increased Displacement to 50.
    Ah! And Displacement SubD to 3. That way the memory stays below 6GB and it looks somehow realistic.

    --> http://sta.sh/21aaioijl309  ; (Parameters and Result)

  • Oso3DOso3D Posts: 15,009

    Eustace: these are shader mixer creations.

     

    Total PITA. :)

  • hphoenixhphoenix Posts: 1,335

    Ok, just hit something I don't understand. Um. oooo k.

    So, start with a cube that's 1 meter, 256 divisions, and scale it up.

    For some reason, a 1 meter cube with 2000% scale behaves differently, with displacement, than a 20 meter cube with 100% scale.

    I DON'T KNOW WHY

     

    I think that displacement (since it affects geometry, not just shading) takes place BEFORE object transforms.  That means that your displacement ALSO gets scaled.  (i.e., the displacement value for a given spot on the mesh is mulitplied by the scale factor.)

    So yes, if the initial object is smaller but scaled higher, the displacement values will get scaled up proportionally as well.  The inverse is also true.

     

  • nonesuch00nonesuch00 Posts: 18,120
    edited February 2017

    If you are getting rough sharp triangled elevations, your mesh density is too low.

    For the bump, it's probably an issue of scale. Play with the tiling and bump strength until you are happy with the result (I would test it with refraction at 0 until things look right, then turn it back on)

     

    It would be nice if we knew when we were tiling these Surfaces textures is 1 Vertical x 1 Horizonal was in real world measurements. Say like 1 V x 1 H is actually 1cm x 1 cm. Or is that already really the case?

    Post edited by nonesuch00 on
  • Oso3DOso3D Posts: 15,009

    Ah, ok. Although it really seemed that the detail was different, even if I scaled up... I dunno.

    On a related note, I'm running on very little sleep for two nights of caring for very sick dog, so might not be super lucid and I'll take a stab at the sand thing tomorrow, assuming I get sleep.

     

  • Oso3DOso3D Posts: 15,009

    nonesuch00: I THINK it has something to do with geometry density, but I honestly don't have the foggiest.

    All I've been able to do is adjust.

    One thing I've found is that with Genesis figures, tiling seems to need to be about 4x what it would be on a primitive to look roughly the same.

     

  • nonesuch00nonesuch00 Posts: 18,120

    nonesuch00: I THINK it has something to do with geometry density, but I honestly don't have the foggiest.

    All I've been able to do is adjust.

    One thing I've found is that with Genesis figures, tiling seems to need to be about 4x what it would be on a primitive to look roughly the same.

     

    Yes, DAZ must have a scale established internally but is your mesh polygons are only 1 decimeter x 1 decimeter than if you have a texture that is 1 centimeter x 1 centimeter you are out of luck and will have a stretched texture - it would be nice like how DAZ Studio has that 'Universal' and that 'Surfaces Selection' mode than if you went into Surface Selection mode that there would be a tool that would tell you the density of the polygons in that surface is 25 polygons per sqare centimeter.

    Hmmm, now that I think of it plenty of surface have varying polygon densities per square centimeter for what a procedure shader would need to do for a particular surface is create a texture on the fly at the right density for a polygon in a surface but isn't that what those procedural shaders already do? Don't know.

    So why need two things to get a good producral texture correctly laid without a lot of guess, render, guess, render work - the size of 1x1 procedural texture swatch and the VxH size of the surface so we can scale the V & H of the Surfaces tab correctly.

  • Oso3DOso3D Posts: 15,009
    edited February 2017

    The reason Procedural Tiling is different from VxH is that it has three dimensions and not two, which is useful for the object's 'slice' of 3d space, and because conventional tiling might still be useful for the regular content you are working with (like a human figure with procedural bump)

     

    Post edited by Oso3D on
  • nonesuch00nonesuch00 Posts: 18,120

    The reason Procedural Tiling is different from VxH is that it has three dimensions and not two, which is useful for the object's 'slice' of 3d space, and because conventional tiling might still be useful for the regular content you are working with (like a human figure with procedural bump)

     

    Thanks. That guy that wrote the rigging manual for DAZ Studio recently is off writing one for iRay now he said. When he releases that I think I will buy & have some fun with your shaders. Well, more than besides just using them for some surfaces sometimes.

  • Oso3DOso3D Posts: 15,009

    I will note that with the Worley stuff (WTW, patterned stuff), Tiling _will_ affect things directly and you can safely ignore Scale if you want.

     

  • nonesuch00nonesuch00 Posts: 18,120

    I will note that with the Worley stuff (WTW, patterned stuff), Tiling _will_ affect things directly and you can safely ignore Scale if you want.

     

    OK, that is interesting to know.

  • Oso3DOso3D Posts: 15,009

    Playing around with the clouds, here is a colored smoke/ink and dark smoke shader preset, with example image.

    (More stuff I'll add for WTP4)

     

    duf
    duf
    Lumpy smoke.duf
    41K
    duf
    duf
    Puffy Green Ink Smoke.duf
    42K
    Smoke and ink.png
    1080 x 1080 - 2M
  • nonesuch00nonesuch00 Posts: 18,120

    So this ended up more as a charcoal/gray render shader. It has outlines, but they aren't very sharp. It's a great source for postwork!

    It's also FAST. This rendered at 2160x2160 in 90 seconds.

    Result, result with postwork, and WT Graysketch.

     

    I really like this shader! I just tinted it colors after applying it and it gives a great effect!

    This is with Crush Blacks turned up pretty high in the Tone Mapping setting as well as the "Dark Strokes" filter in Photoshop. 

    Wow, sweet

    Thanks for the WTP4 shaders Will

  • I totally agree that your Iray art shaders should become a product!  Also from the perspective that people like myself, I hate keeping all sorts of backups, and trying to remember what do I have - so I just rely on my DAZ store products list, also knowing I can reinstall it from scratch anytime, and "Connect" thingie makes it pretty straightforward. 

     

     

  • AndySAndyS Posts: 1,438

    I for myself have an extra folder on my HD for all this downloaded "foreign" stuff. So - private archive.

  • Oso3DOso3D Posts: 15,009

    SoundLufs: What I do is I have all my Daz stuff in Dropbox, and it just keeps backups of everything automatically.

    Mind you, only works if you have sufficient space for that or another cloud storage, and a decent connection.

     

    If it's just about recompense, well, I happily accept PayPal donations. ;)

     

  • Oso3DOso3D Posts: 15,009

    But in case people are mystified, when I had my first WTP pack, I submitted it for consideration to Daz Studio. Never heard back.

    Worked on a new version, submitted it for consideration. After a few months, threw up my hands and made it a free thing. And then, a few months after that, finally got a message back.

     

    And I don't really feel like being active on another store's forum enough, so, whatever, freebies it is. I just hope to get enough donations to cover some basic expenses and I'll be happy.

  • SoundLufsSoundLufs Posts: 67
    edited February 2017

    Now I feel horrible for not following your suggestions :(  Alas, I touch Daz studio so rarely these days, I probably even won`t get to try your offerings at all....

     I wish either you decide to participate in the shop one day,  or DAZ guys could dedicate a "Connect" category for community nominated freebies (maybe with some donation option as well?)    

    Post edited by SoundLufs on
  • Oso3DOso3D Posts: 15,009

    Yeah, I do feel bad because there is a certain vibe of 'official store products' that gets more people involved. Weirdly, when stuff is freely available, MUCH fewer people pay attention. Which is a shame, because, frankly, this product does a bunch of stuff that people end up spending a lot of money to do.

    Ah well. That's capitalism for ya.

     

  • SoundLufsSoundLufs Posts: 67
    edited February 2017

    Being "square" head that I am regarding this issue (but same in the field of music software and sample libraries I use to make a living) I need both the convenience and peace of mind, that I can rely on certain system. So DAZ  "made" it for me with tidy product pages, pics/description/patch list, and products list I know is mine to keep, and now easily accessible via "Connect".  I can`t say there are no flaws with DAZ,  and its policies,  but many positives for me...

    But I am definitely going to write DAZ folks to come up with an idea of including some community nominated stuff easier, so it can be part of that eco-system. 

     

     

    Post edited by SoundLufs on
  • Oso3DOso3D Posts: 15,009

    I expect eventually PAs will do something similar to my shaders and folks can spend cash.

     

    Very exciting announcement of Iray art shaders in Commons. Which I hope to pick up because as cool as mine are, DT's shaders do a LOT more.

  • 3Diva3Diva Posts: 11,471

    Yeah, I do feel bad because there is a certain vibe of 'official store products' that gets more people involved. Weirdly, when stuff is freely available, MUCH fewer people pay attention. Which is a shame, because, frankly, this product does a bunch of stuff that people end up spending a lot of money to do.

    Ah well. That's capitalism for ya.

     

    A lot of people have this weird disconnect where they think if something is free then that is it's value, and that it's not as good as something they pay for. They've actually done tests on this in which they change the prices of items, drastically raising the price of inexpensive items and drastically lowering the price of usually more expensive items, and many of the people in the tests say the item with the higher price is the better quality item, even when it's not. I think our brains just think "the higher the price tag, the more value it MUST have". And that often isn't the case.

    It's cliché but true, many of the best things in life are free. :)

  • Oso3DOso3D Posts: 15,009

    If you are ever in the position where you really want the neck and head of a Genesis character to be Michael 4 and the rest of the body to be something else, here's a mask.

    Create a Geoshell on a Genesis character.

    Get your Genesis skin as you like it with Michael 4. Copy that to the Geoshell.

    Now make your Genesis character whatever else.

    Using Parameters/visibility/surfaces on the Geoshell, hide Arms/legs/hips/nipples. Everything except head, neck, and torso.

    Put the following mask in the Torso 'cutout opacity.'

    And there you go; this blends Michael 4 skin, on the head/neck geoshell, with the rest of the body. Note that displacement can mess this up.

     

    I don't know why you'd want this, but hey. It came up for my tentaclehead thing. ;)

     

     

    M4 Torso mask.png
    4096 x 4096 - 270K
  • Oso3DOso3D Posts: 15,009

    Aaaand I just realized it doesn't mesh well with upper arms. Blast it. Always something. Better version to come.

     

  • Oso3DOso3D Posts: 15,009

    Ok, this one doesn't clip. Heh.

    I made it as a fix for something stupid, but it actually has some interesting possibilities.

     

    M4 Torso mask2.png
    4096 x 4096 - 218K
  • I looked best i could to see if this had already been reported. When i went to load the Art>wt greysketch i got the error "runtime/textures/rawart/dragon3/zilladreki/zillad-torso_disp.jpg" (I don't have this product, so it makes sense). It still changes the rest of the shader. Looking forward to playing with these

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