Dry jack has three sets of rusty junk things in the free stuff at Renderosity might be useful
Yes, those Dry Jack freebies are nice. I've used them quite a bit. I have maclean's Everyday Junk and Imaginary House's Junk Alley, too. They all add good props to create a junky area. Everyday Junk also includes shaders that you might be able to apply to your cars to dirty them up.
You know, with all this talk about junk...it got me thinking. There are links to several good prop sets, ideas on what to do to turn others into 'junk'...but, nothing yet on where to put it all.
So, here's a couple of sets of 'yards' to work with...
I was inspired by this thread to try the Everyday Junk shaders to rust out Car Ranger. Here we have factory fresh and well weathered. There are a few mild D-Former dents, too, but they are hard to see with the rough texture.
In addition to the great shader sets already mentioned, I've got a small list of shaders presets for Iray that can be used to add grunge to any surface, either through top coat, metallic flakes, Layered Image Editor, or on geometry shells. Most of these are set up to be partial surface shaders, so you can use them with the item's existing textures, or with each other.
You know, with all this talk about junk...it got me thinking. There are links to several good prop sets, ideas on what to do to turn others into 'junk'...but, nothing yet on where to put it all.
So, here's a couple of sets of 'yards' to work with...
Is there any trick to getting the dome and headlights to work on the Car Ranger Iray package? I haven't actually tried a render with it... I am curious why in Props I see a Car Ranger Dome and Headlights and a Car Ranger Headlights and Dome "Wearable"?
I had working lights by doing my own (head, fog/driving, tail, and dome) before I saw that there was an option. One interesting thing I found is that in editing, you may be limited to the number of lights that show lighting effects while editing, but they will show up in your renders. Depending on the rest of the light in your scene, you may have to crank the Lumens WAY up to be seen on something in the render. I've had to turn them above 120,000 at times. I then made sure the lights were parented to the Ranger and saved it all as a Scene subset. Be sure that all the children of Ranger that you want saved as the Subset are selected or they won't be saved. You likely already know this, but I learned the hard way and after a ton of frustration, got help here.
EDIT: I allow the emitters to render for the outside lights and do not render the emitter for the dome light, so it lights things up without showing the source of the light.
Very helpful. Thanks! Emitters are tricky to work with in Iray. Now I'm curious if the atmospheric fogging effect in Terradome 3 will create visible beams on headlights using your techniques above. The bummer with most of these things is that you can't tell how it is going to turn out until you do a test render.
They certainly are tricky! I'm still learning......One day I want to get Terradome 3 and try some effects. I'l like to be able to show beams without any additional fog effects myself. At least you can do Spot Renders which helps quite a bit.
My next lighting learning experience is working with light tubes (think that's the name) and rectangular lighting. Someone here used a tubular emitter to demonstrate lighting below the dashboard and that is where I learned to turn off rendering the emitter. I'll sometimes throw a Point Source light somewhere and turn off rendering the emitter as a fill instead of using a spot. I use them to help bring a DForm out at times if I'm doing a junkyard scene or something similar plus they can help add a little light to a figure's face if they are in a shadow, but without a shadow that a spotlight frequently creates....then needs taming.......
On a couple scenes, I used a spotlight to give a blue cast to the ground to similate the moon and used the automotive headlights (Point Source) to actually light the scene. The interior and taillights made the idea that the scene was illuminated by automotive headlights obvious and gave perspective to where the cars were situated.
I'm using Will Timmins Procedural shaders to try and add rust to a swingset right now... and whenever I add the rust, everything ELSE disappears in the Iray aux viewport.
I don't know what I don't know that is causing this... I'm wondering if I need to understand more about shader baking...
I've never tried using Shader Baking, but I use Geometry Shells for my rust, grunge, etc. Did you see the YouTube link someone posted earlier in this thread? It is the one that takes a pair of high heel boots and adds dirt to them. That is actually where I learned how to use Geometry Shells. Shortly, I am going to learn about Shader Baker as I've heard a lot about it.
I learned by accident that I can turn added textures (whatever) on and off for certain parts of objects. For example, I wanted a G3F to drive around in a filthy dirty car, but with the windows down.....The windows opened, but the grunge remained until I stumbled upon the settings for the created Geometry Shell.
Hopefully somebody here with more experience can give you better help as I have only been using DS for 3 or 4 months and still a newbie still trying to learn how to ask intelligent questions.....
You know, with all this talk about junk...it got me thinking. There are links to several good prop sets, ideas on what to do to turn others into 'junk'...but, nothing yet on where to put it all.
So, here's a couple of sets of 'yards' to work with...
There was a discussion in another thread regarding a junkyard, if you have a scattering program to generate plenty of Daz Instances, you can make the junk look like its piling up.
Comments
Yes, those Dry Jack freebies are nice. I've used them quite a bit. I have maclean's Everyday Junk and Imaginary House's Junk Alley, too. They all add good props to create a junky area. Everyday Junk also includes shaders that you might be able to apply to your cars to dirty them up.
You know, with all this talk about junk...it got me thinking. There are links to several good prop sets, ideas on what to do to turn others into 'junk'...but, nothing yet on where to put it all.
So, here's a couple of sets of 'yards' to work with...
First up some freebies:
http://www.sharecg.com/v/71358/gallery/5/3D-Model/wasteland-Repload-Unrestricted-use
http://www.sharecg.com/v/84505/gallery/5/3D-Model/House-Ruins
http://www.sharecg.com/v/84426/gallery/5/3D-Model/Building-Ruins
http://www.sharecg.com/v/85884/view/21/DAZ-Studio/Ruins
http://www.sharecg.com/v/42511/gallery/11/Poser/The-Streets-Part-05 (and other parts of the series...these are in Poser format)
A couple from the Daz Store...
http://www.daz3d.com/junk-alley
http://www.daz3d.com/back-alley
http://www.daz3d.com/stonemasons-urban-bundle-2
I was inspired by this thread to try the Everyday Junk shaders to rust out Car Ranger. Here we have factory fresh and well weathered. There are a few mild D-Former dents, too, but they are hard to see with the rough texture.
Heh! Nice one Barbuilt!
In addition to the great shader sets already mentioned, I've got a small list of shaders presets for Iray that can be used to add grunge to any surface, either through top coat, metallic flakes, Layered Image Editor, or on geometry shells. Most of these are set up to be partial surface shaders, so you can use them with the item's existing textures, or with each other.
http://www.daz3d.com/fsl-filthy-dirty-future-iray-shaders
http://www.daz3d.com/dg-iray-surface-builder-cotton-denim-wool-shaders-and-merchant-resource
http://www.daz3d.com/fabric-basics-mix-and-match-for-iray
http://www.daz3d.com/irender-materials-fabrics-materials-and-dirt
http://www.daz3d.com/dg-iray-sci-fi-surface-lights-shader-2
Thanks! Everything has the appropriate bookmark for future reference when I'm on that computer! I see several I am going to consider very seriously.
I just came across this Daz video tutorial on D-former weight painting.
Thanks for the link, I never knew DAZ had their own channel.....even as much as I searched for tutorials.
Is there any trick to getting the dome and headlights to work on the Car Ranger Iray package? I haven't actually tried a render with it... I am curious why in Props I see a Car Ranger Dome and Headlights and a Car Ranger Headlights and Dome "Wearable"?
Is one of the props Poser and the other DAZ?
I had working lights by doing my own (head, fog/driving, tail, and dome) before I saw that there was an option. One interesting thing I found is that in editing, you may be limited to the number of lights that show lighting effects while editing, but they will show up in your renders. Depending on the rest of the light in your scene, you may have to crank the Lumens WAY up to be seen on something in the render. I've had to turn them above 120,000 at times. I then made sure the lights were parented to the Ranger and saved it all as a Scene subset. Be sure that all the children of Ranger that you want saved as the Subset are selected or they won't be saved. You likely already know this, but I learned the hard way and after a ton of frustration, got help here.
EDIT: I allow the emitters to render for the outside lights and do not render the emitter for the dome light, so it lights things up without showing the source of the light.
Very helpful. Thanks! Emitters are tricky to work with in Iray. Now I'm curious if the atmospheric fogging effect in Terradome 3 will create visible beams on headlights using your techniques above. The bummer with most of these things is that you can't tell how it is going to turn out until you do a test render.
They certainly are tricky! I'm still learning......One day I want to get Terradome 3 and try some effects. I'l like to be able to show beams without any additional fog effects myself. At least you can do Spot Renders which helps quite a bit.
My next lighting learning experience is working with light tubes (think that's the name) and rectangular lighting. Someone here used a tubular emitter to demonstrate lighting below the dashboard and that is where I learned to turn off rendering the emitter. I'll sometimes throw a Point Source light somewhere and turn off rendering the emitter as a fill instead of using a spot. I use them to help bring a DForm out at times if I'm doing a junkyard scene or something similar plus they can help add a little light to a figure's face if they are in a shadow, but without a shadow that a spotlight frequently creates....then needs taming.......
On a couple scenes, I used a spotlight to give a blue cast to the ground to similate the moon and used the automotive headlights (Point Source) to actually light the scene. The interior and taillights made the idea that the scene was illuminated by automotive headlights obvious and gave perspective to where the cars were situated.
I'm using Will Timmins Procedural shaders to try and add rust to a swingset right now... and whenever I add the rust, everything ELSE disappears in the Iray aux viewport.
I don't know what I don't know that is causing this... I'm wondering if I need to understand more about shader baking...
I've never tried using Shader Baking, but I use Geometry Shells for my rust, grunge, etc. Did you see the YouTube link someone posted earlier in this thread? It is the one that takes a pair of high heel boots and adds dirt to them. That is actually where I learned how to use Geometry Shells. Shortly, I am going to learn about Shader Baker as I've heard a lot about it.
I learned by accident that I can turn added textures (whatever) on and off for certain parts of objects. For example, I wanted a G3F to drive around in a filthy dirty car, but with the windows down.....The windows opened, but the grunge remained until I stumbled upon the settings for the created Geometry Shell.
Hopefully somebody here with more experience can give you better help as I have only been using DS for 3 or 4 months and still a newbie still trying to learn how to ask intelligent questions.....
http://www.daz3d.com/trash-stash also comes with the alley in the promos
There was a discussion in another thread regarding a junkyard, if you have a scattering program to generate plenty of Daz Instances, you can make the junk look like its piling up.