I am working on a lot of new products at the same time and even one or two that I did not even mentioned yet ;) the first one that enter Q/A will be mentioned in new thread
I tried wishlisting these but ultimately I caved and grabbed them. Haven't worked with them yet but I was able to recover a bunch of Kiri's sword OBJ's I had and I will be using these soon!
when you start playing with them and want to go with the micro surfaces choice the Used metal, Dirty, Scratched or Stained , avoid polished mix with micro surfaces for that reason they are polished and wil not works mixed with another layer , if you want to use bump map or normal map from the old sword, just change the Tile to 1 x 1 and load the bump or normal maps , if the micro surface have to small or too big detail then you can scale it up or down with Image editor under Rotation in Top Coat that will not affect the original bump or normal map from the original obj
I tried wishlisting these but ultimately I caved and grabbed them. Haven't worked with them yet but I was able to recover a bunch of Kiri's sword OBJ's I had and I will be using these soon!
I am working on a lot of new products at the same time and even one or two that I did not even mentioned yet ;) the first one that enter Q/A will be mentioned in new thread
but the next shader product will be the woods
As in "my wallet isn't nearly out of the woods yet".
, if the micro surface have to small or too big detail then you can scale it up or down with Image editor under Rotation in Top Coat that will not affect the original bump or normal map from the original obj
I'm not sure to understand this and I think is important. Would you mind explaining it a lil more?
I am working on a lot of new products at the same time and even one or two that I did not even mentioned yet ;) the first one that enter Q/A will be mentioned in new thread
but the next shader product will be the woods
As in "my wallet isn't nearly out of the woods yet".
, if the micro surface have to small or too big detail then you can scale it up or down with Image editor under Rotation in Top Coat that will not affect the original bump or normal map from the original obj
I'm not sure to understand this and I think is important. Would you mind explaining it a lil more?
Here is a simple workflow to edit the scale of micro surfaces layer in vol.3 shaders only
the scale will be independent of the main tiling scale so affecting only the micro surface , this way you can use your own normal or bump map for your model and keep the original UVs scale to 1x1
some of the micro surfaces like brushed one use also Normal map under Top Coat so pay attention when scaling the details to keep the same values for both Rotation and Normal or Bump, everything outside TOP Coat layer don't need to be adjusted as we just adjust top layer leaving the rest separate and independent.
Micro reflection surface layers as the same as metal flakes in iray but render much faster with a lot more versatility in adjusting and form than just metal flakes that can pretty well slow down your rendering time
You learning fast ! good job , you can do a lot of funky stuff with , just look for references on google and you can do most all metal surfaces with from fantasy to photo realistic and call it your own !
Finally got round to installing shader sets 2 and 3 tonight. I've been converting a lot of Poser stuff to proper D|S-format files lately, and my latest conversion was an ideal test. Default lighting, all textures replaced apart from the wood handles and cabinet, and the gauge dials. I think I like it.
Thanks ! that is funny like old style cabinet with futuristic weapons , there is a definitelly a super agent spy behind that concept
and the best of that, you can always change the look you want , I alway save my new material presets for objects so I can reuse after without starting from the begining each time
Finally got round to installing shader sets 2 and 3 tonight. I've been converting a lot of Poser stuff to proper D|S-format files lately, and my latest conversion was an ideal test. Default lighting, all textures replaced apart from the wood handles and cabinet, and the gauge dials. I think I like it.
Comments
Yay! I can hardly wait.
Wood comes now, right?
I am working on a lot of new products at the same time and even one or two that I did not even mentioned yet ;) the first one that enter Q/A will be mentioned in new thread
but the next shader product will be the woods
I tried wishlisting these but ultimately I caved and grabbed them. Haven't worked with them yet but I was able to recover a bunch of Kiri's sword OBJ's I had and I will be using these soon!
Thanks for the support !
when you start playing with them and want to go with the micro surfaces choice the Used metal, Dirty, Scratched or Stained , avoid polished mix with micro surfaces for that reason they are polished and wil not works mixed with another layer , if you want to use bump map or normal map from the old sword, just change the Tile to 1 x 1 and load the bump or normal maps , if the micro surface have to small or too big detail then you can scale it up or down with Image editor under Rotation in Top Coat that will not affect the original bump or normal map from the original obj
Bought them yesterday and played with them. Great product with lots of very useful shaders, also a great merchant resource
As in "my wallet isn't nearly out of the woods yet".
I'm not sure to understand this and I think is important. Would you mind explaining it a lil more?
Happy to hear that ! Thanks
LOL be prepared ! hehe
See my next post
Here is a simple workflow to edit the scale of micro surfaces layer in vol.3 shaders only
the scale will be independent of the main tiling scale so affecting only the micro surface , this way you can use your own normal or bump map for your model and keep the original UVs scale to 1x1
some of the micro surfaces like brushed one use also Normal map under Top Coat so pay attention when scaling the details to keep the same values for both Rotation and Normal or Bump, everything outside TOP Coat layer don't need to be adjusted as we just adjust top layer leaving the rest separate and independent.
Micro reflection surface layers as the same as metal flakes in iray but render much faster with a lot more versatility in adjusting and form than just metal flakes that can pretty well slow down your rendering time
click on image for simple instruction
WOW! Excellent lesson, thanks. Will study it tomorrow. bed time here.
I finally bought these! Time to play.
Thanks Sorel for the support
Jerife I hope it will be much easier now to follow the directions
Yes Cath, thanks and understood. I hadn't seen Image Editor before...
You learning fast ! good job , you can do a lot of funky stuff with , just look for references on google and you can do most all metal surfaces with from fantasy to photo realistic and call it your own !
Blush - Thanks but metals will always be details on a scene for me . I'm more "organic" biased...
In case someone missed ,
Best Sellers 2015
PBS shaders for iray vol,1 are now on sale 40% off
http://www.daz3d.com/mec4d-pbs-shaders-vol-1-for-iray
Thanks for the support
Cath
Thank you Cath, for all your great shaders
Thank you for celebrating with a cool render ! and for the support !
Finally got round to installing shader sets 2 and 3 tonight. I've been converting a lot of Poser stuff to proper D|S-format files lately, and my latest conversion was an ideal test. Default lighting, all textures replaced apart from the wood handles and cabinet, and the gauge dials. I think I like it.
Thanks ! that is funny like old style cabinet with futuristic weapons , there is a definitelly a super agent spy behind that concept
and the best of that, you can always change the look you want , I alway save my new material presets for objects so I can reuse after without starting from the begining each time
I hope you have much fun working with