Iray shaders for bones and skulls?

13

Comments

  • RawArtRawArt Posts: 6,135
    barbult said:

     Rawn, what is the license for your shader?

     

     

    Use it for your renders...do not redistribute

     

    Rawn

  • IceDragonArtIceDragonArt Posts: 12,960

    Thank you both!  These are absolutley amazing.....

  • SpottedKittySpottedKitty Posts: 7,232
    RawArt said:

    Using the shaders on "Them bones" sets works best if you apply the original textures, then hold CTRL when applying the new shaders and choosing not to replace the original textures. (and make sure the tiling is set down to 1H and 1V)

    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.

  • MEC4DMEC4D Posts: 5,249
    edited May 2016

    You Welcome everyone !

     

    I played with Acid Melt , no post work

    Skeletons and dog are Zbrush tools converted to DS .

    acid melt2_mec4d_bones_2016.jpg
    1920 x 720 - 599K
    Post edited by MEC4D on
  • RawArtRawArt Posts: 6,135
     

    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.

    Nope...didn't tweak anything. I just applied it and rendered.

  • greymouser69greymouser69 Posts: 501
    edited May 2016

    @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 :(

    Post edited by greymouser69 on
  • IkyotoIkyoto Posts: 1,159
    MEC4D said:

    DOWNLOAD 12 BONE SHADERS FOR IRAY ---------ONLY TODAY------  First come, first served

    remember that it is part of my upcoming commercial product , please don't share the link outside this thread

    License : you can use it in your personal commercial or hobby renders , this is not part of merchant resource product

    How to use : Unzip the files and place inside your Daz Studio My Library , you will find the files under Shader Preset/MEC4D/Iray/

    Apply the shader to your selected surface then under surface tab scale it up or down using Tiling to match your model proportions

    The shaders are tiled and universal for all bones  

    This part of product was not tested beside by me so if anything weird happen let me know ;) but should be all fine

    I added soft bone plus red and white wax just in case you want to make some skull candles lol

    Enjoy !

    Your stuff makes me giggly happy. The Shaolin monj is an essential to me.

  • MEC4DMEC4D Posts: 5,249
    edited May 2016

    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

    @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 :(

    acidmeltzombie_mec4d1.jpg
    1920 x 1080 - 802K
    acidmeltzombie_mec4d2.jpg
    1920 x 1080 - 945K
    Post edited by MEC4D on
  • MEC4DMEC4D Posts: 5,249

    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 

  • barbultbarbult Posts: 26,532
    MEC4D said:

    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?

  • MEC4DMEC4D Posts: 5,249

    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

    barbult said:
    MEC4D said:

    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?

     

  • barbultbarbult Posts: 26,532
    MEC4D said:

    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

    barbult said:
    MEC4D said:

    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?

     

    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.

  • MEC4DMEC4D Posts: 5,249

    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

    barbult said:
    MEC4D said:

    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

    barbult said:
    MEC4D said:

    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?

     

    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.

     

  • mjc1016mjc1016 Posts: 15,001
    edited May 2016

    Dammit Jim! These bone shaders are the real McCoy.

    bones.png
    800 x 1000 - 1M
    Post edited by mjc1016 on
  • IkyotoIkyoto Posts: 1,159

    original and new.
     

    creaky flag 02.png
    950 x 598 - 311K
    creaky flag 3.png
    1006 x 598 - 406K
  • jakibluejakiblue Posts: 7,281

    @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. 

    laugh

  • MEC4DMEC4D Posts: 5,249

    You more than welcome ! at last I finished them faster than planned  lol 

    Enjoy !

    jakiblue said:

    @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. 

    laugh

     

  • KnittingmommyKnittingmommy Posts: 8,191

    Thank you so much, Cath!!!  The shaders look great!

  • MEC4DMEC4D Posts: 5,249

    You welcome ! laugh 

    Thank you so much, Cath!!!  The shaders look great!

     

  • KnittingmommyKnittingmommy Posts: 8,191
    RawArt said:

    Here is a bone shader I can throw in here as well

    http://rawart3d.deviantart.com/art/Iray-Bone-Shader-607569104

     

    Rawn

    Thanks, to you, too, RawArt.  I, actually, missed this the first time around until someone pointed it out to me. 

  • RawArtRawArt Posts: 6,135
    RawArt said:
     

    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

  • ArtiniArtini Posts: 10,574
    edited May 2016

    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.

    image

    DragonSkele06h002pic01.jpg
    960 x 1024 - 231K
    Post edited by Artini on
  • ArtiniArtini Posts: 10,574
    edited May 2016

    With the brighter shader (009HBone Soft Bone), the light is sufficient to see details.

    image

    DragonSkele06h002pic06.jpg
    960 x 1024 - 212K
    Post edited by Artini on
  • ArtiniArtini Posts: 10,574
    edited May 2016

    Cath's shader 004HBone 1000AD applied to the teeth of http://www.daz3d.com/gargoyle-hound

    image

    GargoHound02pic02.jpg
    960 x 1024 - 198K
    Post edited by Artini on
  • MEC4DMEC4D Posts: 5,249

    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 )

    Artini said:

    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.

    image

     

  • MEC4DMEC4D Posts: 5,249

    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 

    Artini said:

    With the brighter shader (009HBone Soft Bone), the light is sufficient to see details.

    image

     

  • MEC4DMEC4D Posts: 5,249

    You just fall in like a cherry in a compote cheeky  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 !

    RawArt said:
    RawArt said:
     

    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

     

  • ArtiniArtini Posts: 10,574
    edited May 2016

    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.

    image

    DragonSkele09pic01.jpg
    960 x 1024 - 238K
    Post edited by Artini on
  • MEC4DMEC4D Posts: 5,249

    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

  • ArtiniArtini Posts: 10,574

    The skeleton has only one material available and I applied the shader to it. There are no separate materials for the other bones.

     

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