FablesForge
Newbie
- May 18, 2022
- 60
- 898
Those are fantastic shaders. I haven't tried them, but shader and geometry shell behave differently in these circumstances. Because if you apply those beautiful shaders to the car body, the entire vehicle will be transformed into glass. A geometry shell, on the other hand, simply adds another layer on top or beneath the applied surface, leaving the original layer untouched.something lik thisYou must be registered to see the linksor thisYou must be registered to see the linksfrom Daz
Nice!!!! What post work did you use?
Kool !!I'm working on a window rain-drop geometry shell, texture, and material that will work on a variety of surfaces.
Still, at the very early stages of development. I might sell it in the future. Who knows, maybe give it out for free.
For the time being, I'll be testing them in my game's upcoming update.
Oh, I just threw a map into the project at random. It does happen, but a manual ground or shadow matte catcher may help. But, with HDRI, shadows will be flawed unless we recreate shadow and reflection catchers with matte material (meaning they are there invisible just to catch the shadows and reflections).Kool !!I also see that you have the same problem that I do with vehicles, and HDRI settings
How ever hard I try to keep the tires on the ground.... It just ain't happening
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my understanding is that you are able to define your own material zones and add the shaders appropriately, a couple of posts that maybe be useful:Those are fantastic shaders. I haven't tried them, but shader and geometry shell behave differently in these circumstances. Because if you apply those beautiful shaders to the car body, the entire vehicle will be transformed into glass. A geometry shell, on the other hand, simply adds another layer on top or beneath the applied surface, leaving the original layer untouched.
But yeah, they are perfect for plain glass surface.
However, geometry shells are not always optimal because there is a lot of customizing required between UV mapping and determining the flow of water direction. In this sense, the decal node is not a better but preferable alternative.
I use Photoshop and use filters and Camera Raw settings I createdNice!!!! What post work did you use?
I got to learn how to use Photoshop. Thanks for answering my questionI use Photoshop and use filters and Camera Raw settings I created
I'm working on a window rain-drop geometry shell, texture, and material that will work on a variety of surfaces.
Still, at the very early stages of development. I might sell it in the future. Who knows, maybe give it out for free.
For the time being, I'll be testing them in my game's upcoming update.
Thanks for this. Had not considered the blur and opacity level.View attachment 1967626
Vectored a certain tattoo I wanted to see on another butt... Monique 8 carried the most trunk weight in this character shape. Sling Monokini, 2021-02 hair. Aurore skin tweaked for a stronger tan.
Tattoo how to: Apply the same layered image preset to the base and translucency maps, at about 70% opacity. If you're making your own tattoo, don't forget to apply a ~3 pixel radius gaussian blur to your tattoo to soften harsh edges. Either fuck around with your preferred photo editor to place the tattoo, or use DAZ's layered image editor to place it. If you want it to cross any seams (along the center of the back, between thigh and hip, etc), you'll need to use an actual 3d material editor.
Free Tattoo, placed as pictured above:
View attachment 1967635
Interesting scene... love the lighting.