Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2025 Daz Productions Inc. All Rights Reserved.
Comments
Yes. A low glossiness covers a larger area of the surface. If you use normal maps, then the surface have much more information to calculate and thus more varied highlights. Normal maps are somewhere between bump and displacement when used to simulate how light interacts with bumps or micro surfaces.
If you're still using UberSurface, try enabling reflection (either mode). The reflection will honor fresnel settings and normal maps. You'll get a very 'wet' effect with a strong enough reflection. To tone it down on areas you don't want, use the fresnel (higher values, less reflection). To get that wet look, use low falloff with a very sharp one.
Looks odd on humans, but it'll awesome on that alien (or any other wet/glossy creatures).
Had a play, and with raytraced reflections and fresnel I came up with the look below. Takes more than twice as long to render, but I think it looks good.
CHEERS!
Just got PSK2, typical of Daz not to include you till the last day! So, the fun begins!
CHEERS!
Well, I've been playing around with PSK2,
I couldn't get on with the area lights, they wouldn't load properly for some reason and to be honest I wasn't that impressed with them as a whole anyway. So, I went to your other light sets and settled on Set 3. I've never seen Rob look better and I don't want to change a thing with the skin, it's dead on! I will admit to swapping out the eyes for my Glass Eyes as I still like them better than any I've seen. I darkened the diffuse colour on the background too as the lights were washing out the previous colour.
All in all though, I am VERY impressed with your work
CHEERS!
Yes it is one weird sphere. And I don't even know if it actually matches the environment calls in the UE2 and UberSurface shaders - and those are definitely trying to compensate for the rotated coordinate system. Try writing a simple reflection, using trace() with "environmentmap" to pass a map to it and "environmentspace" set to "world", or even via the environment() shadeop: you will see that what DS thinks is "up" is not where 3Delight thinks it is. And while you could "fix" the environment() call by doing stuff to the vector, you have to get the coordinate system right when using trace(): https://mustakettu85.wordpress.com/2014/12/31/live-and-learn/
Had a go with Lee, you made him look really good, but, he's still not my favourite Asian texture. Maybe Lee 6 is better, but I haven't got him yet.
CHEERS!
Thank you. Rob have always been my favorite since the day I laid eyes on him.
Btw, I haven't uploaded a readme for Photo Studio Kit 2 since DAZ lost it during QA process. There will (finally) be one when I do the update (should be soon).
You'll notice the fresnel & specular settings (except for strength) are the same for all MATs. For general skin (Caucasian), Phillip and Bree should do fine. As I noted before, all you need to adjust when using them as a base for other texture sets is the specular and fresnel strength. Set specular strength to 100% if you want to use specular maps and adjust fresnel until you've found the specularity you want (should be similar to the others).
You can use Rob and Marie as a base for dark skin characters. In addition to the above step, you'll need to insert the corresponding diffuse textures (face, torso, limbs) in the subsurface color slots.
For other skin shades, you can use the other MATs. They mainly differ in diffuse and SSS settings. I think I've used something like 4 SSS profiles in general. The 1st diffuse were made to be as neutral as possible and as close as possible to an RGB value of 160,160,160. For the 2nd diffuse, I kept the strength constant and vary the luminance in the color levels instead. The ratio between R,G and B is constant with all MATs. This is done mainly to balance the amount of baked in lightness/subsurface scattering in the textures and to have more diffuse that's not tied to SSS.
Unfortunately, Phillip's inner mouth surfaces are still using the old settings from an older set. A quick fix is to select those surfaces (lacrimals, gums, inner mouth, tongue and teeth) and apply either of the M6 profiles (Ctrl+Click so you'll see options to apply changes to selected surfaces and retain the existing textures). Don't forget to change the UV layout.
Which is why I generally stayed away from using UE2 as an IBL. For a 'proper' render, you should probably use a HDRI that is as neutral as possible just the sky and ground. Since I've learned you need to IBL to have all the bells and whistles, I make do with turning down saturation and contrast.
And also have a proper environment to be reflected. :)
Yup =) This is why my UE2-based lights are called "Fantasy" lights and use those non-realistic colourful maps without directional sun =) Like, you could turn those maps upside down and nobody would really notice much (have you ever been to Jupiter? The locals say the light is just like that there in summer! LOL)
...Something I found today: this paper is ten years old, but could be helpful still (and definitely educational). "A Field Guide to BRDF Models" by S.Westin, H. Li and K.Torrance
http://www.graphics.cornell.edu/pubs/2004/WLT04b.pdf
I've had a play around a bit more, and apart from Bjorn, I did find the Caucasian textures a wee bit uninspiring, more down to the original artist than you I suspect as I've never found many 'go to' texture sets for the guys. I loaded Neo over Rob's MAT and that I really liked. Apart from Bjorn, what is a really nice Caucasian texture? There must be one or two out there somewhere....
CHEERS!
PS (What are you updating?)
ptex is still a 3Delight only feature, I've been reassembling Pixar's 'Toad King'...
He's brilliant, tell me more!
CHEERS!
The files are available in a zip at the bottom of this page: http://renderman.pixar.com/view/ptex-textures
Does anyone know how to emulate the layered shader setup in Renderman?
Oh, it's Renderman, not DS.
CHEERS!
Wowie, I noticed something with the Bjorn MAT, you didn't put a colour map in the Subsurface Colour like you did with Rob. Was this intentional or merely an oversight? Below is Bjorn with the maps in.
CHEERS!
That render was 3Delight but I'm trying to get closer to the Renderman shader, It's built up with several layers using the alpha of each texture as a mask.
I see, shows you what it's really capable of that's for sure.
CHEERS!
Found another great texture, the old M5 Elite Dave. If only he came with a range of facial hair....
CHEERS!
PS (Light set 2 is better!)
Not sure about the speed. I tested many delight shaders including Fastfog in the last few years and I didn't noticed it was really quicker. There is some code optimisation for spotlights and that could have been unnoticed if I used other light type. It also depends on your shader settings. If badly configured, Ubervolume can sure be slow.
Does anyone know how to emulate the layered shader setup in Renderman?
To get the same inside 3delight you'd first need a vector displacement shader which we don't have inside DS. Then for the layered shader, the Ubershaders are layered shaders but not the same as renderman. And not Physically Based. It should be however possible to write an equivalent shader. Without code writing it may be feasible to do a layered shader with Shader Mixer provided SM supports PTex
LOL! I should actually take back what I said about lacking good Caucasian male textures. I remembered another good one, David 5. This is my baked version, but, I do aim to get Slosh's D5 UV so I can use the real deal.
CHEERS!
The D5 UV was half price, so, I thought 'Why not!?'. So, with a D5 UV I can do proper versions of David 5, Dean and Neo, yay! For now I've just done David 5.
CHEERS!
If you are using the sphere for a background or providing an environment for reflections, any writing will be 'mirrored' because the sphere is turned inside out and rotated which basically means it is also out of sync with the 'world' coordinates...both DS itself and what 3DL thinks are the 'world'. Basically that is one reason it's so hard and many thought that IBL didn't exist in DS for so long.
Every attempt I've seen to make a 'sky'/'world'/etc dome/sphere has some sort of alignment issue....
And I think the problems are compounded by the surface shaders used on the the sphere...basically all that is needed is a color/texture map and a visibility option. and a way to actually align it to the 'world'.
Here is the EnvSphere with a 'new' shader applied (3DL defaultsurface) and negatively scaled (-100%..to turn it inside out, again) and rotated around the x-axis by 180. Then I applied the new shader. The the light is Envlight2.. This looks to be the best alignment I've seen yet, at least in this direction...I haven't checked the angle from the horizontal yet.
The second image is a quick render, inside the sphere...notice the writing is correctly oriented...
Oops...forgot to spin the sphere 180 on the Y-axis, too. I put a different HDR in, one with a strong sun and noticed that it wasn't quite as aligned as I thought it was...but...now.
Also, these are done with the default 3DL...not the RT GI script or with progressive on...that seems to cause a different alignment problem. The pointcloud and photonmapping scripts seem to be similarly aligned to the 'standard' render...
Well, that depends on what you're going for. :) For general usage, the balanced option is the one to use. But sometimes you want darker shadows or more indirect, diffuse light, which is what the others are for.
Plus you can always turn off or tone down the strength of the offset lights, depending on your scene. The general rule is pick a light style as a base, then adjust the light intensities to fine tune your lighting. In case you don't know, you can freely rotate around the distant light named 'Highlight'.
Ah, I see, it's a guide and not a rule, that's fine, you were just laying the foundations with PSK2, I get it now. Same with the lights. That's cool.
CHEERS!
EDIT:
Son of a gun!! It was lucky I bought everything I wanted yesterday, everything I bought is now NOT in March Madness!! If I'd waited till right now, which was my original plan, I would have had to pay full price! Sometimes my impulsiveness pays off!
Well, I hope they're worth it. I know I spent a bit way too much yesterday too. :)
They are,
Among my purchases was Boris by Smay. I quickly stuck your Nevio MAT on him and he looks good already. I also bought Brock for F4 as it's a brilliant texture and it'll look incredible with one of your MATs, it's the same texture that Hellboy used for that skin study and he used UberSurface2 on it.
I also tweaked the backdrop using settings from that Gia tutorial and that looks much better too. Results below...
CHEERS!
...wow, he'd make a good looking Anatoli (Leela's main bodyguard).
You wait till you see him with the Brock texture,
You may have noticed that I've been spending more time in this thread than I have in mine, well, here I'm honing my skills and then I'll post the results in my thread.
CHEERS!
I originally wanted to have a lightset that works for both indoor and outdoor scenes. However, fully enclosed indoor scenes was out of the question (no sunlight coming in). So I transferred the strength of the distant light I was using as sunlight to the various linear point lights acting as fake bounce lights.
The scene is FW's The Central District Subway Station. I've converted most of the surfaces (if not all) with my various US2 MATs.