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General => File Sharing => Shaders, Materials => Topic started by: Hannes on January 11, 2017, 11:58:06 AM

Title: Materials
Post by: Hannes on January 11, 2017, 11:58:06 AM
Here are some basic materials, some more or less advanced and some absolutely unnecessary ones.
You have to copy the material from the appropriate object.

EDIT: ...or download them as TGCs. File attached.

Have fun.
Title: Re: Materials
Post by: Oshyan on January 11, 2017, 03:44:29 PM
Measles, scrambled eggs! ;D

- Oshyan
Title: Re: Materials
Post by: Hannes on January 11, 2017, 05:02:47 PM
Scrambled eggs with chives to be exact!!   ;D ;D ;D ;D
Title: Re: Materials
Post by: fleetwood on January 11, 2017, 05:52:38 PM
Cool. Let's hope this is finally the start of a Materials Library sticky !

Here's a contribution - very corroded metal or bird guano  :). I set up my tgd with a materials group so it could serve as a template if anyone wanted to use it just substitute any new material nodes and they will be used on the one meter and two meter spheres.   

Title: Re: Materials
Post by: fleetwood on January 11, 2017, 06:11:33 PM
Stone encrusted
Title: Re: Materials
Post by: fleetwood on January 11, 2017, 06:38:48 PM
Bronze eaten away with age.
Title: Re: Materials
Post by: bobbystahr on January 11, 2017, 08:42:16 PM
Quote from: Hannes on January 11, 2017, 11:58:06 AM
Here are some basic materials, some more or less advanced and some absolutely unnecessary ones.
You have to copy the material from the appropriate object. Have fun.

Brilliant!!! thanks muchly Hannes.
Title: Re: Materials
Post by: bobbystahr on January 11, 2017, 08:44:20 PM
Quote from: fleetwood on January 11, 2017, 06:38:48 PM
Bronze eaten away with age.

Also brilliant, many thanks
Title: Re: Materials
Post by: Kadri on January 11, 2017, 10:47:37 PM

Thanks for sharing.
Title: Re: Materials
Post by: Dune on January 12, 2017, 02:22:44 AM
Thanks very much Hannes, they look really awesome.

And thank you too, Fleetwood. The eaten away bronze is nice.
Title: Re: Materials
Post by: archonforest on January 12, 2017, 03:18:10 AM
Thx guys for sharing this great stuff!!
Title: Re: Materials
Post by: Hannes on January 12, 2017, 03:35:51 AM
Cool, Fleetwood!!  :)
Yes, sticky would be great. At the moment I am thinking how this could be organised. Some sort of a library, where everyone can contribute and find materials easily.

Btw, I just wanted to mention that my reference object has about the same size like Fleetwood's. Makes things easier.
Title: Re: Materials
Post by: Hannes on January 12, 2017, 05:01:55 AM
Edit:
In the first post I just added a RAR file containing all the materials as TGCs, which is a bit more convenient.
Title: Re: Materials
Post by: luvsmuzik on January 13, 2017, 08:20:46 AM
Thank you both very much!
Title: Re: Materials
Post by: DannyG on January 15, 2017, 10:17:25 AM
Awesome !
Title: Re: Materials
Post by: AndyWelder on January 15, 2017, 10:49:58 AM
Thank you, thank you, both Hannes and Fleetwood!
Title: Re: Materials
Post by: otakar on January 18, 2017, 11:54:32 AM
Fantastic, thank you guys! The aged bronze in particular is something I have to use asap, that's just so inspiring!

It brings up my pet peeve once again that we need a searchable organized file share library/gallery with multiple preview renders (if available) per file, user comments and maybe even a rating system. A forum is just not the right place once it grows over a certain size (and it has years ago). Because of the space requirements it would be best kept under the Planetside domain. IMHO it would greatly enhance the appeal of Terragen to a large portion of the target user base.
Title: Re: Materials
Post by: AndyWelder on January 18, 2017, 12:30:38 PM
@ otakar:
Quote...we need a searchable organized file share library/gallery with multiple preview renders (if available) per file, user comments and maybe even a rating system.
Hear, hear!
Title: Re: Materials
Post by: TheBadger on January 18, 2017, 07:36:45 PM
very good and cool this up and going!!!
Title: Jade Thing
Post by: fleetwood on January 20, 2017, 05:41:39 PM
A Jade texture with some 4D noise nodes adding sort of carved looking displacement.
Title: Re: Materials
Post by: AP on January 20, 2017, 06:56:55 PM
A Materials topic! I have some to share as well. I need to find them.
Title: Re: Materials
Post by: Hannes on January 21, 2017, 04:58:33 AM
Wow, that Jade stuff looks great!!!
Here is a link to some sand grains I wanted to share. You can use the shaders there as a start for other (fake) subsurface scattering materials:
http://www.planetside.co.uk/forums/index.php/topic,22732.msg229552.html#msg229552
Title: Re: Materials
Post by: cyphyr on January 21, 2017, 05:53:22 AM
Impressive and the "carved" look is perfect
Title: Re: Materials
Post by: Hannes on January 21, 2017, 06:19:45 AM
Here is an ice shader. An edited version of one of the sand grain shaders.
(The structures inside the torus don't belong to the material. Looks a bit faceted...)
Title: Re: Materials
Post by: archonforest on January 21, 2017, 06:52:58 AM
Tku guys for the jade and ice shader.  ;)
Title: Re: Materials
Post by: luvsmuzik on February 16, 2017, 12:04:13 PM
https://sketchfab.com/models/864497a206024c8e832b5127e9e23f2f

Marly - Louvre Museum (Low Definition) by Benjamin Bardou is licensed under CC Attribution

Brass oxide tgc with transform merge shader, multiply scale 10.... Sun at 3, so increased reflect to 0.9 
Title: Re: Materials
Post by: masonspappy on February 16, 2017, 05:38:39 PM
wow - nice work!
Title: Re: Materials
Post by: Hannes on February 17, 2017, 03:19:51 AM
Great!!  :) :)
Title: Re: Materials
Post by: Hannes on February 25, 2017, 06:09:59 AM
An addition to the first collection.
Sometimes you don't need a perfect shiny surface, but a more dirty and worn material.
Here is some greasy brass.
Title: Re: Materials
Post by: AndyWelder on February 25, 2017, 06:30:38 AM
That's exactly how my trumpet did look like a long time ago... I was told I was an embarrassment to the orchestra  :P I quit playing the trumpet not long after that.
Title: Re: Materials
Post by: fleetwood on February 25, 2017, 09:23:33 AM
Should have stuck with it. Was fashionable in some pretty high trumpet circles to play an unvarnished funky looking trumpet. Better tone, they said.

Winton Marsalis
(https://talkingtrumpet.files.wordpress.com/2016/01/marsalis_wynton_06playing.jpg?w=1200)
Title: Re: Materials
Post by: bobbystahr on February 25, 2017, 10:28:38 AM
Quote from: fleetwood on February 25, 2017, 09:23:33 AM
Should have stuck with it. Was fashionable in some pretty high trumpet circles to play an unvarnished funky looking trumpet. Better tone, they said.

Winton Marsalis
(https://talkingtrumpet.files.wordpress.com/2016/01/marsalis_wynton_06playing.jpg?w=1200)

Indeed, I believe Louis Armstrong also played a very plain unvarnished looking horn as well.
Title: Re: Materials
Post by: bobbystahr on February 25, 2017, 10:28:59 AM
Thanks Hannes.
Title: Re: Materials
Post by: archonforest on February 25, 2017, 12:54:06 PM
Thx for sharing it. 8)
Title: Re: Materials
Post by: yossam on February 25, 2017, 03:01:49 PM
Guess with tenor sax it doesn't matter................ :P
Title: Re: Materials
Post by: bobbystahr on February 27, 2017, 12:32:36 PM
Quote from: yossam on February 25, 2017, 03:01:49 PM
Guess with tenor sax it doesn't matter................ :P

I think y gotta be a master before you can play shining tunes on a dull horn...and maybe reedy stuff needs a little gloss to make it palatable, hee hee hee..A trumpet fan over sax myself.
Title: Re: Materials
Post by: fleetwood on February 27, 2017, 08:40:44 PM
I really do think the varnish thing is a combination of fashion and economics. Tone is 99% in the human touch and skill IMO. A master can make a student grade instrument sound good and a student can make a master grade instrument sound awful.

Considering a new top notch sax can cost upwards of $10K (check prices of Yanagisawa saxes) it's not surprising someone might stick with an older great sounding one with no finish left.
Title: Re: Materials
Post by: bobbystahr on February 28, 2017, 12:36:49 PM
Quote from: fleetwood on February 27, 2017, 08:40:44 PM
I really do think the varnish thing is a combination of fashion and economics. Tone is 99% in the human touch and skill IMO. A master can make a student grade instrument sound good and a student can make a master grade instrument sound awful.

Considering a new top notch sax can cost upwards of $10K (check prices of Yanagisawa saxes) it's not surprising someone might stick with an older great sounding one with no finish left.

I agree re:"A master can make a student grade instrument sound good and a student can make a master grade instrument sound awful."

and the price of a very nice hand built 3/4 size classical even by a local good but non famous builder(I was gifted one by a builder friend) start around 2000 dollars; the replacement price for insurance purposes was stated at $2600.00....but I got my lovely sounding beat to shit 1958 0017 all mahogany Martin guitar for $600.00 in a used instrument store, but have to insure it at $4000.00 replacement. It's a sliding scale involving luck I've found.
Title: Re: Materials
Post by: luvsmuzik on March 06, 2017, 10:05:10 AM
A couple variations in brass oxide clip

imported a strata terrain, applied brass oxide with no reflection...image 123
TG terrain with base color red and no reflection...image red oxide

Such a great share everyone!
Title: Re: Materials
Post by: Parker on December 30, 2017, 09:15:36 PM
Beautiful; many thanks both!
Title: Re: Materials
Post by: WAS on March 23, 2018, 04:10:17 PM
Gran Perla Granite Material v0.1 by WASasquatch
This surface shader is designed to match the the look and feel of Gran Perla granite. A type of granite primarily made up of Quartz, Feldspar, Horneblende, and Biolite, with a small percentage of Mica.

This has been designed at relatively real-world scales, and is best viewed somewhat close or it will begin diffusing and looking like normal stone, as granite does.

The only downside to this is reflections from Mic will be few and far between as I am not able to figure out how to get the reflection I want. I spent hours at it, maybe someone else can help.
Title: Re: Materials
Post by: Oshyan on March 23, 2018, 06:32:58 PM
Excellent surface replication! Looks just like granite.

- Oshyan
Title: Re: Materials
Post by: bobbystahr on March 23, 2018, 07:43:32 PM
Thanks that certainly is granite....well made.
Title: Re: Materials
Post by: luvsmuzik on March 24, 2018, 01:10:46 PM
Quote from: WASasquatch on March 23, 2018, 04:10:17 PM
Gran Perla Granite Material v0.1 by WASasquatch
This surface shader is designed to match the the look and feel of Gran Perla granite. A type of granite primarily made up of Quartz, Feldspar, Horneblende, and Biolite, with a small percentage of Mica.

This has been designed at relatively real-world scales, and is best viewed somewhat close or it will begin diffusing and looking like normal stone, as granite does.

The only downside to this is reflections from Mic will be few and far between as I am not able to figure out how to get the reflection I want. I spent hours at it, maybe someone else can help.

I have been playing with this a little. Instead of one general reflective shader, I took a few of your color merges one step further, adding another merge shader and mixing with a glass shader with a reflection tint. I went light gold / even coppery or yellowish and had some highlights. I will try to post later, time crunch today. At any rate I have a new texture based on yours!
Title: Re: Materials
Post by: Oshyan on March 24, 2018, 03:30:05 PM
Probably not much reason to use a full Glass Shader here, the transparency won't be seen even in close-ups (and is not entirely appropriate for mica anyway), and all you need is reflectivity. That can be had in the Default Shader or a Reflective Shader, without the render time cost of the Glass Shader. But good ideas and tinkering, looking forward to seeing what you came up with!

- Oshyan
Title: Re: Materials
Post by: luvsmuzik on March 24, 2018, 07:06:29 PM
Quote from: Oshyan on March 24, 2018, 03:30:05 PM
Probably not much reason to use a full Glass Shader here, the transparency won't be seen even in close-ups (and is not entirely appropriate for mica anyway), and all you need is reflectivity. That can be had in the Default Shader or a Reflective Shader, without the render time cost of the Glass Shader. But good ideas and tinkering, looking forward to seeing what you came up with!

- Oshyan
Oh okay. I get it about the glass shader. I will rework and test this some more. Even without polished reflection, this combo of shaders WASasquatch has shared in the granite file is a great mix.
Title: Re: Materials
Post by: WAS on March 24, 2018, 08:09:45 PM
Quote from: luvsmuzik on March 24, 2018, 07:06:29 PM
Quote from: Oshyan on March 24, 2018, 03:30:05 PM
Probably not much reason to use a full Glass Shader here, the transparency won't be seen even in close-ups (and is not entirely appropriate for mica anyway), and all you need is reflectivity. That can be had in the Default Shader or a Reflective Shader, without the render time cost of the Glass Shader. But good ideas and tinkering, looking forward to seeing what you came up with!

- Oshyan
Oh okay. I get it about the glass shader. I will rework and test this some more. Even without polished reflection, this combo of shaders WASasquatch has shared in the granite file is a great mix.

Awesome colour variation and scale work, it looks like a type of grainy quartz marble.

I would love to see Dune take a crack at the Mica reflections. He's done great work with ice crystals for snow.
Title: Re: Materials
Post by: WAS on March 24, 2018, 09:05:24 PM
Travertino Rojo Polished Marble (Rough & Veined)

Travertino Rojo is a prized marble rich in reds and oranges used around the world in expensive architecture.

I used many images for reference to create "generic" type as best I could.

Object Scale: 1 Meter
Title: Re: Materials
Post by: luvsmuzik on March 25, 2018, 12:24:06 PM
Thank you very much for the Rojo Marble! These are fantastic!
Title: Re: Materials
Post by: Hannes on March 25, 2018, 12:34:29 PM
Wow, great! Thanks.
Title: Re: Materials
Post by: archonforest on March 26, 2018, 03:20:38 AM
Indeed! Great material. Thx a lot.
Title: Re: Materials
Post by: WAS on March 26, 2018, 05:47:17 AM
Thanks everyone! Here was yesterday's (still today for me) material.

Opalized Stone or something like that.

Scale: 1m, and speaking of scale, does upscaling a small texture to large scales effect quality?
Title: Re: Materials
Post by: luvsmuzik on March 26, 2018, 11:33:06 AM
Quote from: WASasquatch on March 24, 2018, 09:05:24 PM
Travertino Rojo Polished Marble (Rough & Veined)

Travertino Rojo is a prized marble rich in reds and oranges used around the world in expensive architecture.

I used many images for reference to create "generic" type as best I could.

Object Scale: 1 Meter

Scale effect quality: I do not think so. Applied this to a cube, feeding into surface shader with a transform input (world space, final position) with all xyz scale at 100. The cube is displaced again with a PF before the object surface shader node as well.

I will just say one big THANKS! and download anything you share. okay? :)
Title: Re: Materials
Post by: luvsmuzik on March 29, 2018, 07:57:49 PM
I have tried to make an appropriate clip file..a note is included explaining each node. Most of you can do this already, but someone may find it useful.
Title: Re: Materials
Post by: WAS on March 29, 2018, 08:15:14 PM
Quote from: luvsmuzik on March 29, 2018, 07:57:49 PM
I have tried to make an appropriate clip file..a note is included explaining each node. Most of you can do this already, but someone may find it useful.

Awesome addition to the materials library! Love the look of the blue.
Title: Re: Materials
Post by: masonspappy on March 30, 2018, 10:41:34 AM
Quote from: luvsmuzik on March 29, 2018, 07:57:49 PM
I have tried to make an appropriate clip file..a note is included explaining each node. Most of you can do this already, but someone may find it useful.

Beautiful!.  I was trying to do exactly this when creating the planters for this image ( https://masonspappy.deviantart.com/art/Watching-Waiting-626143557  ) and never could get it looking like I wanted, so resorted to image mapping. Thanks!
Title: Re: Materials
Post by: luvsmuzik on March 30, 2018, 11:52:48 AM
Quote from: masonspappy on March 30, 2018, 10:41:34 AM
Quote from: luvsmuzik on March 29, 2018, 07:57:49 PM
I have tried to make an appropriate clip file..a note is included explaining each node. Most of you can do this already, but someone may find it useful.

Beautiful!.  I was trying to do exactly this when creating the planters for this image ( https://masonspappy.deviantart.com/art/Watching-Waiting-626143557  ) and never could get it looking like I wanted, so resorted to image mapping. Thanks!
Thank you masonspappy!
Yes, that is a wonderful image! The texture shown is on a pretty big cube, but you can scale it with the transform (even into decimals if necessary). I always open the preview there (on the last merge or transform) to judge. If it looks too white, just change a color... :)
Title: Re: Materials
Post by: luvsmuzik on March 31, 2018, 05:30:52 PM
Fantasy granite light applied to simple building

Slight changes to WASasquatch's granite setup. Thanks again for those!

Inside these complex clips you often find merge nodes. I mess with those, vary the amount of mix, the type of mix: all, raise highest, cut away lowest. Then in the merge mode select a function in color for some interesting results. Most of you use a paint program and should be familiar with this.  :)
Title: Re: Materials
Post by: WAS on April 03, 2018, 09:18:40 PM
Quote from: luvsmuzik on March 31, 2018, 05:30:52 PM
Fantasy granite light applied to simple building

Slight changes to WASasquatch's granite setup. Thanks again for those!

Inside these complex clips you often find merge nodes. I mess with those, vary the amount of mix, the type of mix: all, raise highest, cut away lowest. Then in the merge mode select a function in color for some interesting results. Most of you use a paint program and should be familiar with this.  :)

This reminds me of some of the rusty granite I've found up in the mountains here in WA. Well done. :)
Title: Re: Materials
Post by: WAS on May 19, 2018, 03:44:11 AM
Fluffy Moss Shader v1

Working on another version but my ideas have hit some road blocks. Simple surface shader with complex internal node network. I spend a lot of time on small details and mixing, sometimes it pays off, other times it doesn't.

In this case I find the moss looks pretty good. Even close. And that's at a MPD 0.6 and AA 6 limitation, though I did bump GI cache and detail to 4, and Occlusion Weight (I believe it was) to 2 (feel it helps with fine detail being sharp)
Title: Re: Materials
Post by: archonforest on May 19, 2018, 04:00:17 AM
Thx for this.  :D
Title: Re: Materials
Post by: Hannes on May 19, 2018, 05:14:55 AM
Cool! thanks, looks great!!
Title: Re: Materials
Post by: Rumburak on May 19, 2018, 09:17:22 AM
Thanks for sharing.
Title: Re: Materials
Post by: bobbystahr on May 19, 2018, 09:23:51 AM
Thanks again WAS and LUVS, great additions
Title: Re: Materials
Post by: Kadri on May 20, 2018, 12:08:04 AM

These are some test images of a cold blue ice shader test.
Just a glass shader node.The settings are kinda excessive. Play with them like you want.
The first image crashed after 82 hours of rendering at the GI step :(  So it is just a screenshot of the render view.
I think the base was an edited version from AP with voronoi displacement (VoronoiRockComplex4 probably).
Second image is my own different setup.



Title: Re: Materials
Post by: WAS on May 20, 2018, 12:15:08 AM
Quote from: Kadri on May 20, 2018, 12:08:04 AM

These are some test images of an cold blue ice shader test.
Just a glass shader node.The settings are kinda excessive. Play with them like you want.
The first image crashed after 82 hours of rendering at the GI step :(  So it is just a screenshot of the render view.

You already know my thoughts on the first and last render, but the second one in particular is really cool and a good show of it imo. Great work Kadri.

Oh, and you're welcome everyone! I should have more sometime soon!
Title: Re: Materials
Post by: bobbystahr on May 20, 2018, 12:15:33 AM
muchos gracias amigo..
Title: Re: Materials
Post by: Kadri on May 20, 2018, 12:19:05 AM
Thanks :)

Just an example with no displacement , a little (big values) displacement(above post does have smaller displacement) and with highlight.
Title: Re: Materials
Post by: WAS on May 20, 2018, 12:27:18 AM
That no displacement one looks really nice. I'm curious what a full on planet inside a sphere of that would look like ;)
Title: Re: Materials
Post by: Kadri on May 20, 2018, 12:48:43 AM

:)
Title: Re: Materials
Post by: Dune on May 20, 2018, 12:53:55 AM
Nice ice, Kadri. The long render times will most likely discourage me to  use your setup though. I hate long waits  :P
Title: Re: Materials
Post by: WAS on May 20, 2018, 01:37:23 AM
Quote from: Dune on May 20, 2018, 12:53:55 AM
Nice ice, Kadri. The long render times will most likely discourage me to  use your setup though. I hate long waits  :P

Don't try my moss xD You'll want to complain at me. Than again my setup is just molasses slow. Kadri proved that.
Title: Re: Materials
Post by: Kadri on May 20, 2018, 01:49:59 AM

I will use the ice node sparingly too for sure :)

With postwork of the same ice node. Could be done directly too and probably better.
Title: Re: Materials
Post by: Kadri on May 20, 2018, 07:31:53 AM

Not a material but this place looked more relevant for post this.

I wanted to see how the "Index of refraction" looks with negative values.
Over -1 it looks problematic (black). If you go lower (-1.00001 looks like the lowest) you get kind of this effect.
I animated that from -10 to -1.00001 in the two GIF's.

Title: Re: Materials
Post by: archonforest on May 20, 2018, 10:38:29 AM
Pretty cool effect!
Title: Re: Materials
Post by: WAS on May 20, 2018, 02:25:30 PM
Quote from: Kadri on May 20, 2018, 07:31:53 AM

Not a material but this place looked more relevant for post this.

I wanted to see how the "Index of refraction" looks with negative values.
Over -1 it looks problematic (black). If you go lower (-1.00001 looks like the lowest) you get kind of this effect.
I animated that from -10 to -1.00001 in the two GIF's.

Pretty cool looking. Almost like energy. There is a website that lists specific index (https://refractiveindex.info/?shelf=main&book=Ag&page=Johnson)'s of materials too. Very helpful in TG. Probably should post it for reference in discussion.
Title: Re: Materials
Post by: WAS on June 18, 2018, 11:22:51 PM
Asphalt and Gravel shaders found here: https://planetside.co.uk/forums/index.php/topic,24637.0.html

Posting for future reference and ease of access.
Title: Re: Materials
Post by: Agura Nata on July 13, 2018, 10:17:57 AM
So far, I have mainly used mixed image textures for my works, but this does not always fit. I think it's great that such great materials are posted here!

Thanks a lot for post! :)

One of my texture mix pictures and one of my new ones with Hannes material:
Title: Re: PT Materials
Post by: Hannes on March 27, 2019, 12:59:59 PM
Here are some of my materials (and one by Fleetwood), that are reflective, optimised for use with the path tracer. They won't really work with the legacy renderer, since I deleted most of the reflective shaders, because they aren't needed anymore with the PT. There is also a mirror shader, that has a crisp reflection without any blurring.
Title: Re: Materials
Post by: bobbystahr on March 27, 2019, 01:08:16 PM
Quote from: Hannes on March 27, 2019, 12:59:59 PM
Here are some of my materials (and one by Fleetwood), that are reflective, optimised for use with the path tracer. They won't really work with the legacy renderer, since I deleted most of the reflective shaders, because they aren't needed anymore with the PT. There is also a mirror shader, that has a crisp reflection without any blurring.

downloaded as I will some day be able to afford an update to my maintenence...soon I hope.
Title: Re: Materials
Post by: Dune on March 28, 2019, 05:07:48 AM
Cool, Hannes. Thanks very much for putting your time into this!
Title: Re: Materials
Post by: Dune on April 02, 2019, 01:59:53 AM
Tried opening your RAR, but it said to be empty (it says 19.1kB, which is not much), so I'll try again, but I might ask you for a zip.
Title: Re: Materials
Post by: Hannes on April 02, 2019, 02:32:46 AM
It's actually that small. Just tried it myself, and all the stuff is there. No idea, why it's empty for you...
Title: Re: Materials
Post by: Dune on April 02, 2019, 05:04:10 AM
Tried again, but I can't get anything out. I'm interested in the plastic shader you used for the robot crab, you know, with that great translucency. Could you upload that, please?
Title: Re: Materials
Post by: archonforest on April 02, 2019, 06:11:03 AM
Quote from: Dune on April 02, 2019, 05:04:10 AM
Tried again, but I can't get anything out. I'm interested in the plastic shader you used for the robot crab, you know, with that great translucency. Could you upload that, please?

I managed to open that rar. Here it is. ;)
Title: Re: Materials
Post by: Dune on April 02, 2019, 06:26:22 AM
Cool. Thanks Atilla!
Title: Re: Materials
Post by: Hannes on April 02, 2019, 06:57:24 AM
Strange. Anyone else having difficulties to open that RAR?
Title: Re: Materials
Post by: jaf on April 02, 2019, 10:03:36 AM
Works with Winrar and 7-zip for me.
Thanks for your generosity!
Title: Re: Materials
Post by: bobbystahr on April 02, 2019, 10:25:23 AM
I use PeaZip and it opens fine here
Title: Re: Materials
Post by: Dune on April 02, 2019, 10:30:57 AM
Well, I used Zamazar to convert rar to zip now. Usually rar's open fine at my end (winrar), so it must be an odd one  ;)
Title: Re: Materials
Post by: bobbystahr on April 02, 2019, 10:35:36 AM
Quote from: Dune on April 02, 2019, 10:30:57 AM
Well, I used Zamazar to convert rar to zip now. Usually rar's open fine at my end (winrar), so it must be an odd one  ;)

Brilliant. I've bookmarked that and will go there next time I have a difficult anything needing conversion to anything else....seems to do it all.
Thanks for the tip man...Can't believe it's been around since 2006 and I'd not found it yet!
Title: Re: Materials
Post by: David on August 18, 2019, 05:49:12 PM
Hi everyone, I'm a TG newbie and am looking for some help understanding shaders, please. I want to shade a metal object but am finding that my Substance Painter maps don't seem to work in TG - or am I doing something wrong? Any help greatly appreciated including the basics of inserting tgc's into the pipeline. Thanks.
Title: Re: Materials
Post by: WAS on August 18, 2019, 06:36:25 PM
Quote from: David on August 18, 2019, 05:49:12 PMHi everyone, I'm a TG newbie and am looking for some help understanding shaders, please. I want to shade a metal object but am finding that my Substance Painter maps don't seem to work in TG - or am I doing something wrong? Any help greatly appreciated including the basics of inserting tgc's into the pipeline. Thanks.

Hey, David. That's a good question. Have a look at this topic by Matt: https://planetside.co.uk/forums/index.php/topic,26668.0.html and https://planetside.co.uk/forums/index.php/topic,26658.msg265834.html#msg265834

Others, and my self were having issues with this as well and Matt chimed in with how to setup TG for PBR materials and the Path Tracer renderer.
Title: Re: Materials
Post by: David on August 20, 2019, 04:06:36 PM
Thanks WASasquatch! That's really helpful, TG is second only to the Cretan Labyrinth - thank you for throwing that ball of string!
Title: Re: Materials
Post by: Hannes on October 22, 2019, 05:43:58 AM
Here is a subsurface scattering skin shader for the latest release (4.4.40), that should work on every real world scaled head.
There are two image map shaders included: one for the skin texture (if you want to use your own texture, set the density colour of the glass shader to white and connect the image map shader to the volume colour function). If not, you can delete the image map shader.
The other one is for a displacement (or bump-) map. It should go into the surface layer's displacement slot, since the glass shader has no displacement function. The surface layer has "Apply colour" unchecked and is only the carrier for the displacement. I think it's more versatile than just adding a displacement shader after the glass shader.
Of course you need to use the path tracer!!
Title: Re: Materials
Post by: KlausK on October 22, 2019, 08:02:13 AM
Thanks a lot, Hannes.
After all the posts about how-to or not to setup this SSS I was actually hoping one of planetsides staff would release a example.
A good starting point to go on ones own SSS journey. Much appreciated!
CHeers, Klaus
Title: Re: Materials
Post by: Hannes on October 22, 2019, 11:02:44 AM
The image looked OK on my screen at home, but on my phone it looks a little red, so adjust the density colour if needed, if you don't use a texture.
Title: Re: Materials
Post by: WAS on October 22, 2019, 02:46:51 PM
Quote from: Hannes on October 22, 2019, 05:43:58 AMHere is a subsurface scattering skin shader for the latest release (4.4.40), that should work on every real world scaled head.
There are two image map shaders included: one for the skin texture (if you want to use your own texture, set the density colour of the glass shader to white and connect the image map shader to the volume colour function). If not, you can delete the image map shader.
The other one is for a displacement (or bump-) map. It should go into the surface layer's displacement slot, since the glass shader has no displacement function. The surface layer has "Apply colour" unchecked and is only the carrier for the displacement. I think it's more versatile than just adding a displacement shader after the glass shader.
Of course you need to use the path tracer!!

Oh thanks, only after I recreated a shader based on your image in the other thread. :P Going to compare (already different setup)
Title: Re: Materials
Post by: Matt on October 22, 2019, 03:52:57 PM
Quote from: Hannes on October 22, 2019, 05:43:58 AMHere is a subsurface scattering skin shader for the latest release (4.4.40), that should work on every real world scaled head.

With this setup - and any other Glass Shader SSS setup - if you need to use it on an object that's scaled differently then you only need to change one parameter: "Decay distance".
Title: Re: Materials
Post by: AP on October 23, 2019, 04:59:48 PM
A Dense Ice material.

Note: The shaders need some more adjustments for realism, optimizations and also the render settings need to be optimized.
Title: Re: Materials
Post by: Hannes on October 23, 2019, 05:48:35 PM
Cool! ( ;D ) Thanks!
Title: Re: Materials
Post by: bobbystahr on October 25, 2019, 05:58:35 PM
Gracias AP
Title: Re: Materials
Post by: pixelpusher636 on April 11, 2021, 01:58:06 PM
Quote from: Hannes on January 12, 2017, 03:35:51 AMCool, Fleetwood!!  :)
Yes, sticky would be great. At the moment I am thinking how this could be organised. Some sort of a library, where everyone can contribute and find materials easily.

Btw, I just wanted to mention that my reference object has about the same size like Fleetwood's. Makes things easier.

even the human props you dropped in look amazing Hannes