Scale Shaders for Iray and 3Delight [Commercial]

Hey Check this out- Another collaboration with my brother- Scale Shaders for Iray and 3Delight

20 Scales shaders for Iray and 33 for 3Delight. All seamless. 

True 3D shaders that have been created using an exclusive method, yielding truly amazing results. Add unprecedented new life and dimension to clothing, skin, vehicles, buildings, plant life, furniture, creatures, and environments. Wide mix of surfaces including rough textured, leathery, dull/shiny metallic, man-made mechanical, fantasy armor and all natural dino/reptile. 

The man-made mechanical sets for Iray contain fully functional and adjustable light emitters. 

Shaders begin with a neutral primed surface and include a wide array of colors that can be easily applied giving you greater flexibility and virtually endless design choices.

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Here is the ReadMe

I'll be watching this thread closely for the next couple weeks and answering questions. The forum messaging-to-email has been inconsistent for me so if you post here and I don't respond within a day or so please send a PM.

My brother and I would truly enjoy seeing your renders so feel free to post here.

Production note: We considered creating these shaders so that different surfaces and effects could be built up but to be honest many of the variations possible were not ideal. Instead, to make loading quicker and keep your results spectacular, we decided to build and refine these Scale Shaders as full and complete surfaces. The base/diffuse colors can be easily changed.

Enjoy! 

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Comments

  • MarshianMarshian Posts: 1,462
    edited August 2015

    One of the extra promos- uses AtmoCam for Iray as well.

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    Post edited by Marshian on
  • MarshianMarshian Posts: 1,462

    One of the extra promos- Another view of the MFD.

    dressScales2.jpg
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  • XenomorphineXenomorphine Posts: 2,421
    edited August 2015

    My thanks for doing both 3Delight and Iray materials in the same product! While there was a recent scale shader product, this has some nice variations on the same theme. Especially the illuminating options. Yet another product of yours I shall have to purchase.

    Post edited by Xenomorphine on
  • MarshianMarshian Posts: 1,462

    Hey Yeah Xenomorphine! Thank you! There are similar themes that arrive in the store some are planned, this one wasn't. Just a strange creative coincidence. An old friend of mine wondered if all these ideas are floating in the Van Allen belts waiting to be tapped into. She was a dancer and clothing designer and found similar occurances would happen in fashion around the world, this was before the internet. 

    We feel we have a unique and quality product here. Even though we created it the formula we invented is just magical to me.

    There will be much more to come from us.

  • MarshianMarshian Posts: 1,462
    edited August 2015

    Here is a close up of the Gold Alloy Scale shader for 3Delight.

     

    Post edited by Richard Haseltine on
  • ArtiniArtini Posts: 9,462

    The most excellent shaders, I have bought so far, but it is always the case with your products.

    Including both Iray and 3Delight shaders were just the icing on the cake.

    That was an instant buy for me.

    You are my favorite vendor and I am always watching, what you are coming with.

    So much possibilities, that I could not decide what render first ;)

     

  • SamutSamut Posts: 50

    Loving the scale shader. Two questions:

    1) Is there an easier way to shrink the size of the scales than editing the various map files? That's the approach I used in the attached render, and while it worked, it's pretty time-intensive.

    2) Theres a noticeable difference on scale size in the attached render between the figures' faces and the rest of their body (including the back of the head). Am I doing something wrong?

    Thanks again - great product.

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  • mjc1016mjc1016 Posts: 15,001
    Samut said:

    Loving the scale shader. Two questions:

    1) Is there an easier way to shrink the size of the scales than editing the various map files? That's the approach I used in the attached render, and while it worked, it's pretty time-intensive.

    2) Theres a noticeable difference on scale size in the attached render between the figures' faces and the rest of their body (including the back of the head). Am I doing something wrong?

    Thanks again - great product.

    Which figure are you using?

  • SamutSamut Posts: 50

     

    mjc1016 said:
    Samut said:

    Loving the scale shader. Two questions:

    1) Is there an easier way to shrink the size of the scales than editing the various map files? That's the approach I used in the attached render, and while it worked, it's pretty time-intensive.

    2) Theres a noticeable difference on scale size in the attached render between the figures' faces and the rest of their body (including the back of the head). Am I doing something wrong?

    Thanks again - great product.

    Which figure are you using?

    G2M, with Creature Creator HD.

  • mjc1016mjc1016 Posts: 15,001

    The face and torso maps aren't the same scale...the UVs also reflect that.

    If there is a tiling setting, in the preset, you will need to play around with it to get them to match.

  • MarshianMarshian Posts: 1,462
    edited August 2015

    Hi Samut- Thank you! These are good questions and I'm glad you brought them up. First of all you're not doing anything wrong...

    You can reduce the scale of the maps by adjusting the tiling- Map Tiling U/V in 3Delight and Horizontal/Vertical Tiles in Iray. Tile the face at about half or a third of the body. For instance- the face at 3x3 and the rest of the body at 8x8 (as in the attached render). Using this formula you can get the scale of the scales to match very well between the head and the body.

    Going further into this- Since the UV seams for figures are carefully stitched/blended together and some body parts have a diferent orientation on the texture maps- There are seams that will show and some of the scales may not be going in the same direction. In the promos and my own renders I've generally worked this out by careful posing and prop placement. On some figures (such as the red reptilian in the promo) individual body parts can be selected and using LIE (Layered Image Editor) the maps can be rotated or flipped.

    Let me know if you have any other questions.

    Samut said:

    Loving the scale shader. Two questions:

    1) Is there an easier way to shrink the size of the scales than editing the various map files? That's the approach I used in the attached render, and while it worked, it's pretty time-intensive.

    2) Theres a noticeable difference on scale size in the attached render between the figures' faces and the rest of their body (including the back of the head). Am I doing something wrong?

    Thanks again - great product.

    Post edited by Marshian on
  • MarshianMarshian Posts: 1,462
    edited August 2015

    Thanks so much Artini! It's very inspirational to get messages like these. This shader set was the first using a new formula for realism and we will continue to make products that look awesome for both render engines. The ability to create shaders that emit light was such a joy to develop.

    We would love to see one of your renders.

    Artini said:

    The most excellent shaders, I have bought so far, but it is always the case with your products.

    Including both Iray and 3Delight shaders were just the icing on the cake.

    That was an instant buy for me.

    You are my favorite vendor and I am always watching, what you are coming with.

    So much possibilities, that I could not decide what render first ;)

     

     

    Post edited by Marshian on
  • mjc1016mjc1016 Posts: 15,001

    Another thing that can be done...take a look at some scaled critters...there are differences in scale size on various parts of the body.  Use the tiling to feature to adjust so they somewhat follow a similar pattern.  And depending on the number of scales in a given area, you can use fractional scaling values, too.

  • SamutSamut Posts: 50

    Marshian, mjc1016, thank you for your responses. I'll try out your suggestions.

  • SGattonSGatton Posts: 59
    edited January 2016

    Did something change when Daz updated to 4.9, that affected Scale Shaders? The original render (rendered in 4.8) is first on the left, while a new render is on the right (rendered in 4.9). Absolutely nothing changed in the scene, except the version of Daz I'm using for it. I stopped the new render after a few moments of rendering.

    Post edited by SGatton on
  • MarshianMarshian Posts: 1,462
    Hi SGatton, I will be updating this week and can look into the issue personally then. If you'd like an answer sooner you could post this question in one of the 4.9 related threads. IT is strange for sure, hope this gets figured out soon. I will post here when I find my own answers and if you make any discoveries I would appreciate a follow up here. We will get to the bottom of this soon.
  • MarshianMarshian Posts: 1,462
    Hi SGatton, I will be updating this week and can look into the issue personally then. If you'd like an answer sooner you could post this question in one of the 4.9 related threads. IT is strange for sure, hope this gets figured out soon. I will post here when I find my own answers and if you make any discoveries I would appreciate a follow up here. We will get to the bottom of this soon.
  • SGattonSGatton Posts: 59

    Thanks. I'm trying some things to work around it. I know if I remove the Diffuse Strength texture, it goes back to looking metallic. I'm just messing around with it right now. Unfortuntely, it's a slow process for me until the end of the week because I'm doing the work on my iMac while I wait for parts for my rendering PC, and Iray is unbarably slow when you don't have Cuda cores running...

  • MarshianMarshian Posts: 1,462

    Ok. I'm on 4.9 now and can confirm the issue and solution. Removing the Diffuse Strength map does work although it makes the scales less defined. I'm calling this a bug, it has been reported by myself and by PA tech support. The rest of the shaders are fine. Thanks for exploring this with me SGatton.

  • No problem at all.

  • IceDragonArtIceDragonArt Posts: 12,548

    I love this product too and being able to use it in both render engines is a great bonus.

  • MarshianMarshian Posts: 1,462

    Thanks Sonja- It's good to get this kind of feedback. My brother and I have been wondering about if we are going to keep this up- creating products for both render engines. The shaders for 3Delight and Iray do share some texture maps but the materials are so different that In many cases it doubles the amount of work.

  • Marshian, more work I can agree with, but there are a lot of folks out there that don't understand that, and will refuse to buy a product that doesn't have shaders for both render engines.

  • Oso3DOso3D Posts: 15,011

    I can certainly understand wanting to focus on one renderer.

    But, for what it's worth, there's still a thriving market in both. I mean, heck, I've doubled back to start using 3DL a bunch and enjoy both. Havinb products that work in both really helps.

     

  • MarshianMarshian Posts: 1,462
    edited February 2016

    Thank you Will. I still really enjoy 3DL- There is so much that can be done with UberSurface that I haven't been able to reproduce in Iray. So good to get more feedback on this from all of you, it really helps.

    Post edited by Marshian on
  • RGcincyRGcincy Posts: 2,834

    But, for what it's worth, there's still a thriving market in both. I mean, heck, I've doubled back to start using 3DL a bunch and enjoy both. Havinb products that work in both really helps.

    Same here. I switch back and forth between 3DL and Iray all the time. I also have lots of 3DL and Iray shaders. I do like the sets that cover both, even though there are differences caused by the renderer.

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