IRender Materials: Fabrics, Materials and Dirt [Commercial]

Finally have a release date for my latest product! It is scheduled to be released this sat Jan 30, 2016. I started making textures for another project I am working one. I just got into a groove and kind of went crazy! The result is over 300 textures and over 200 presets for the IRAY render engine in Daz Studio. It includes some basic clothing textures but I am really happy with the other stuff in this bundle like the sequin and shimmer textures. I also think it can be more fun to get dirty so I included some textures for adding dirt via the Geometry Shell feature in Daz Studio.
Here is a preview, my first attempt at promo video, hope you like it!
Also a video tutorial on using the dirt shaders with the Geometry Shells.
Cheers!
Comments
Here are also some stills..
Very nice, definitely going to be a purchase.
Did I see sequins? And actually pretty good sequins too! Nah, couldn't possibly be. No one is talented enough to pull that off in Iray, surely. Of course, if my eyes aren't deceiving me this will be heading into my basket this weekend for sure. Of course, only a wizard or a witch could really pull off such a feat to that level. ;)
Instant purchase!!
those sequins are AMAZING!
Sequins? Happy youy like them!
Yep there are over 50 presets just for the sequins, once I came up with a system and got rolling I had to stop myself. Three main colors include; gold, copper and silver. Copper is my favorite as it catches and reflects the light to give a lot of different, warm hues. Also included are some multicolor and some red and black sequins. However, you could change the color on say the silver and get some different results. The sequins come with either a fabric backing or on a mesh for the see through look. Plus there is more than just round sequins, also included are diamon, piano and oval shapes.
Here are some quick renders, ruby slippers anyone?
And my favorite copper.
Thanks for those sneak-peek renders. They look incredibly versatile. One quick question though. Are these dependent on UV mapping, or procedural? I ask because depending on the item, there could be some unusual seams or stretching in odd areas.
This looks incredibly useful! Definitely going to purchase.
These are tiling textures, so the item does need to have a good UV map. Hopefully other clothes creators take care in creating optimized UV mapping ;) However, they seem to work with most everything I have tried so far.
Cheers!
The only snag that I have seen with tiling textures is if the item uses opacity maps for different styles like the MeriMay dress which uses them to adjust the hemline/neck/sleeves. When the opacity is applied, it's also tiled along with the texture. If anyone knows a workaround to that I would love to know.
Hmm, I'll have to think on that one. The only thing I can think of right off hand is tiling on the dress so you can adjust to get the number of tiles needed. Then tile each texture in Photoshop and resize so you can reapply it as a new preset with tiling set at one. Then you could use the opacity map.
You can make tiling fractional. I've had times where I've set an overall tile of, say, 10x10 because I had a bunch of maps to tile, and then went in to Image Editor and set the Cutout tiling to .1 x .1
Worked great!
Yes, that is a great technique. You do have to be careful, though. Doing something as trivial as reapplying the Iray Uber Shader or a shader preset that uses the Uber Shader will reset your Image Editor Instance Tiling back to 1. I think it is a bug and have submitted a bug report.
Thanks for the info! Learn something new everyday. Haven't spent much time in the editor, guess I will have to now.
Each teture can have its own tiling. Go to the map in quesstion (in this case the cutout opacility map) and click the little dropdown on the icon of the loaded texture map. It will show all the textures in the scene to choose from and two other options, One is "Layered Image Editor" and the other is just plain "Image Editor". you want the plain old "Image Editor", select that. A popup window opens with some things you can tweak but in the middle of the box are two tabs, "Instance Color" and "Instance Tiling". Tricky part is that the one that isnt selected looks almost invisble and the default selection is "Instance Color" so it took a long time and some helpful posters here to make me aware you could choose another setting, one for tiling. Go ahead and click that, it will let you set whatever tiling you want for just that map.
Hope that helps.
I ran into this when trying to do a chain hauberk... I wanted chain pattern to be fairly fine, but I had a cutout for the coif's face. (I was using the Ultra Bodysuit)
As you can imagine, the tiling for chain was pretty variable. I even needed to change it between material zones.
One thing you might want to look at is Iray Decals, which allow you to have a projection map over an entire outfit, and ignore UV mapping entirely. There are two big downsides: 1: projection can look weird with something as irregular as posed arms/whatnot. 2: Iray decals do not handle displacement.
@timmins.william and @grinch2901 awesome tip! I just tried it out and it works like a charm. Thanks!
@the3dwizard These textures look great, looking forward to them!
Thanks for the comments! It is very coo when people like your stuff.
So I made extensive use of a hand model, she works cheap :D , to test out some if the fabrics. I also used these as the basis for some of the thumbnails. I rendered all the thumbnails at 250x250. So if you hover over them in the content library the larger image will popup. This should hopefully make it easier to see the differences in the textures before you apply them.
Here are some of the results!
Finally got the chance to play with the new shaders, and they're looking very nice indeed. Probably not the best example below, as the drape went a bit wonky, but here's Giselle in the Royal Dress with the new shaders. Still loving those sequins. Thanks for these!
BRILLIANT tip! I had never even thought of doing that, and I've run into that issue a number of times.
Thanks.
This is the Iray documentation I was referring to above. I've tried to figure out how to use the translucency and refraction for fabric sheerness, but I haven't had any luck in my experimentation.
So I worked for the longest time to get translucency / refraction to work but wasn't totally happy with it. I have a lot of plastic curtain renders ;) Thus I ended up using a slight cutout along with tanslucency to get the sheers in this set. However, with that said I do have parameters you can change to eliminate the use of the cutout to get an alternate look.
The picture marked default is using the sheer as is. The one marked no cutout uses the following changes:
Cutout - Image set to none and set to 1
Refraction weight - set to 0.7
Translucency - raised to 1.0
Is this close to what you are looking for?
I think that looks pretty good. Thanks for taking the time to demonstrate that for me before I purchase it. I wish Daz had added some more guidance to the documentation, like some sample settings or something to get us started. Congratulations on another interesting product.
Try setting the Base Color to something slightly off-white. I haven't picked up Ghost Bride yet, so I can't test it, but I think that will work. (Did you know, when filming the classic movie, "Singing in the Rain," the studio used milk? Plain water wasn't showing up at all. I don't know the ratio of milk to water, but I learned that tidbit while on a Universal Studios tour, back in 1975...)
Thanks @barbult and you are welcome!
Yep, what @L'Adair said. The white in my set is off white. RGB = 224.
I try not to set texture/colors pure black or white, I like to leave room for light interactions.
Here is a render of the white sheer.
Cheers!
Actually, I was using one of the dark material options of the Ghost Bride veil. I'm wondering now whether part of the problem might be the lighting from the HDRI. Maybe the veil was being partially backlit???? It was so bad, I deleted the render, so I can't post it as an example. I'm going to try rendering against a simple white background without HDRI, to see how that looks.
Yup, the sequins alone I think made it an instant buy, all the other shaders look great too, so thank you :)
Glad you like it! Thanks for the kind words :D