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Use it for your renders...do not redistribute
Rawn
Thank you both! These are absolutley amazing.....
I would have thought of that eventually... <headdesk>
Sure you didn't also tweak any of the Surfaces settings? I had to turn the Translucency Color way down to a very dark yellow, and play with various Glossy dials, before the eye and nose sockets stopped glowing white and the bones started looking nice and grungy like the ones in your pic.
You Welcome everyone !
I played with Acid Melt , no post work
Skeletons and dog are Zbrush tools converted to DS .
Nope...didn't tweak anything. I just applied it and rendered.
@http://www.daz3d.com/forums/profile/1906654/barbult Fantastic render!
@http://www.daz3d.com/forums/profile/10010/MEC4D the dogs made me think of Resident Evil movies, fantastic!
I was thinking about a geoshell with the Acid Melt shader and an opacity map with some kind of noise setting would be perfect for zombie renders...
Edit: OK I fail at anchors in these forums :(
Your stuff makes me giggly happy. The Shaolin monj is an essential to me.
I just used Acid Melt on my full G2M zombie surface , just little scale here and there with the Tile nothing else for the shader .. pretty gross I guess lol
BTW for the head the Tile scale was H-1 V-1 and for the body H-2 V-2 on Genesis 2 you can adjust the shader by sliding vertical or horizontal offset to match better the seams area on the body
the shaders does not change Displacement channel so if your materials have displacement before you apply the shader it will be not change the setting
If the character's displacement map is based on the characters UV, won't the tiling have to be "undone" with the Image Editor?
That why I mentioned it in case you get different result ,
But I think you can adjust the scale for the displacement under image editor so for example you tiled the main shader by 2 and use -1 under image editor just for the displacement map, less work and it should reverse the main scale , good thinking Barbult
If you use 2 for the main tiling, the appropriate setting for the Image Editor for other maps that shouldn't be tiled is 1/2 = 0.5. You want the reciprocal of the tiling number in the Image Editor's Instances Tiling to offset it.
you are right Barbult I confused the % with Scale yes 0.50 for image editor when the main tile is 2 it will take half value away from the main tile value
Dammit Jim! These bone shaders are the real McCoy.
original and new.
@MEC4D, you have no idea how excited and thrilled I am that you have done these! I've been wanting good iray shaders for bones/skulls ever since I started doing iray - i could never even really find decent 3delight ones, and I have SO many skulls, bones, skeletons :) :)
Thank you thank you thank you THANK YOU a thousand times, and guaranteed I'll be buying your next iray shader pack that you release. I have volume 2 and the others on my wishlist, and am planning on getting those when I have hte money.
You more than welcome ! at last I finished them faster than planned lol
Enjoy !
Thank you so much, Cath!!! The shaders look great!
You welcome !
Thanks, to you, too, RawArt. I, actually, missed this the first time around until someone pointed it out to me.
You're welcome............it is easy to get eclipsed here :P
Mec4D shader 002HBone 2000BC used on
http://www.daz3d.com/dragon-skeleton-articulate-vertebrae
Still trying to find the good light set to show them up.
Have tried http://www.daz3d.com/daz-studio-iray-hdr-outdoor-environments but details does not show up so much.
With the brighter shader (009HBone Soft Bone), the light is sufficient to see details.
Cath's shader 004HBone 1000AD applied to the teeth of http://www.daz3d.com/gargoyle-hound
This is not bad , I see the Uvs of the model are not the best so you losing a lot of details plus my gaussian filter was set on 0.95 for the previews with 1,50 everything looks blurry unless you zoom in
I also use a plane on the side to reflect the light and make the bones slightly translucent ( no emitter just plain white plane on the side )
this one was to use on a small bones like in the nose or partial chest bones to compliment the bleached bones also I see now the model is half hard edge modeling not really for translucent shaders but looking kind of like ambient occlusion presentation , try maybe auto head lamp for the darker bones together with your HDRI
You just fall in like a cherry in a compote
nice shader , reminds me of a not too old bones they usually find in a sand , they have this specific sandy color with some cracks when sand absorb everything nasty from them , it is nice of you to share !
Thanks for the tips, Cath. I put a white plane on the side and switched on the headlamp on the camera and I like the render more.
Used 002HBone 2000BC shader.
I know what is going on, some bones are perfect other flat, I am guessing you copy and paste the shader to other bones ? you should not copy and paste shaders to other materials as not always it will transfer all values and settings, some bones does not have the same level on normal maps for that reason it looks flat with less details , other bones looking just right or maybe the UVs was bigger than on other bones
the render improved as well and the light match the beachy look now , some HDRI don''t have enough dynamics in the ambient light beside the sun so they need extra boost with the planes including very diffused Sun sky
The skeleton has only one material available and I applied the shader to it. There are no separate materials for the other bones.