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Jim-Zombie β€” Objects - materials study

Published: 2013-12-26 10:58:55 +0000 UTC; Views: 784; Favourites: 18; Downloads: 7
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Description "You can do photorealism in 3Delight but it takes super powers". Hear this before? Yes, well I know this isn't photo real but I'm just kicking about with Omnifreaker's uber shader in DAZ Studio. I don't know the first thing about creating physically accurate materials, other than the basic law of conservation.

Concrete texture from CG Textures. Lat/long HDR from sIBL Archive. Everything else is created directly in DAZ Studio. Ubersruface, UberEnvironment, a single UberArea light.
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Comments: 19

GIOVANNI-PALUMBO [2014-12-05 22:09:22 +0000 UTC]

nice reflection , good job

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Jim-Zombie In reply to GIOVANNI-PALUMBO [2015-01-06 03:12:27 +0000 UTC]

Thank you

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sylver-dali [2014-10-02 01:51:05 +0000 UTC]

this is wicked well done and real enough for me

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Jim-Zombie In reply to sylver-dali [2015-01-06 03:12:42 +0000 UTC]

Thanks

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elexti [2014-01-16 02:58:18 +0000 UTC]

Awesome work Jim, looks amazing!

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Jim-Zombie In reply to elexti [2014-01-16 22:07:00 +0000 UTC]

Thank you

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ItiseyeMeeSzark [2013-12-29 13:10:40 +0000 UTC]

It is a good start Jim and shows realism is more than light.


Do you use Diffuse Roughness as that would add extra detail. Don't know what Diffuse Roughness isΒ community.thefoundry.co.uk/dis… For Uber Surface lower than 1 is for more matte surfaces, higher than 1 for more glossy surfaces. The effect is very subtle but IMHO makes a big difference when adding Anisotropic highlights, reflection blur etc etc.Β 

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Jim-Zombie In reply to ItiseyeMeeSzark [2013-12-30 00:45:13 +0000 UTC]

Yeah, left the realistic light out here, well actually, I just didn't go the extra length of doing complex simulations. IBL is great like that. All about the material settings here. Using diffuse roughness would make a difference with the sort of brushed aluminum thingy there. Might give it a try on this very scene and see how it turns out.

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ItiseyeMeeSzark In reply to Jim-Zombie [2014-01-02 12:53:19 +0000 UTC]

I am finding nice results with One Dsitant for the sun, 8 distant light for the sky light and bounce (4 facing downward at 45 degrees at 90 degree increments colour a saturated blue (daylight) Β and 4 facing up at 45 degrees again at 90 degree increments colour the same as the ground) and UE2 using IDL. If you are interested I can share some UE2 settings.

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Jim-Zombie In reply to ItiseyeMeeSzark [2014-01-05 10:11:44 +0000 UTC]

Hey, I wouldn't say no to seeing some interesting UE2 configurations. Hook me up!

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ItiseyeMeeSzark In reply to Jim-Zombie [2014-01-05 13:40:00 +0000 UTC]

Can you send me a note Jim with your email address as I want to send you a pic that I don't want to show publicly yet.Β 

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weyrwoman-lessa [2013-12-27 01:40:55 +0000 UTC]

Stunning!!

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Jim-Zombie In reply to weyrwoman-lessa [2013-12-27 04:35:39 +0000 UTC]

Thank you

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EyeOfAHawk [2013-12-26 17:02:51 +0000 UTC]

Excellent work!

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Jim-Zombie In reply to EyeOfAHawk [2013-12-27 00:12:00 +0000 UTC]

Thanks

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Vampyric-Saiyaness [2013-12-26 12:03:32 +0000 UTC]

Wow, looks spot-on to me!! I'm sure that tech-savvy people would look at the reflections and nitpick something but looks great to me!

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Jim-Zombie In reply to Vampyric-Saiyaness [2013-12-27 00:13:32 +0000 UTC]

Thanks. Yeah I guess for physically accurate materials no amount of tinkering with sliders will do. You need SCIENCE! When it comes to realism close enough is good enough for me.

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spearcarrier [2013-12-26 11:34:11 +0000 UTC]

No, this is great.

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Jim-Zombie In reply to spearcarrier [2013-12-27 00:13:52 +0000 UTC]

Thank you

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