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Yes, up-close renders would require a bump or normal map (or possibly even displacement/HD Morph) to simulate the nap. The presupposition with those presets is that you would supply any specific textures to modify the results to your liking. However, using the shaders without any textures is a really good way of saving Video RAM for mid-to-background characters and/or objects.
I'm uploading the second tutorial video now, which should take about 45 minutes. I'll post it here when it is ready.
I'm have a problem with seam lines and strong color differences on adjacent surfaces of the same model. I thought it would be fun to make a shiny G8F mannequin, but I'm getting sharp seams where the arms, legs, and head join the torso.
That is the expected result of Anisotropy, the same as you would get from an Iray Uber Shader-based material. The way Anisotropy works is tied to UV space. The position and placement of the UV islands will determine the seam edges as well as the resulting angle the anisotropy reveals in 3D space. There is really no way around this except carefully creating a greyscale Anisotropy Rotations texture, which would be made much more difficult on organic shapes (like a figure).
In the case of a fabric object, the UV islands usually terminate at a clothing seam anyway, so you are unlikely to notice this being an issue on clothing.
Thank you. By truning Anisotropy way down (I used 0.3 instead of 0.7) I got a look I was happy with in this lighting.
The second tutorial video is up now -- this time the subject is using iMetal for non-metallic materials.
I don't want to give anyone the wrong idea! These work super well out of the box, I just immediately try to break/customize everything I purchase like a rat experimentally chewing everything that gets put in its cage. :D My poor runtime is extremely confused by all the texturebashing I inflict on it.
Oh cool, I tried the fabric shader but didn't think of using iMetal for the leather! Thanks for the tip, I'll definitely play around with that.
This is where I used my shiny mannequin. I also applied the metal shaders to most of the metal items and the cloth shaders to the cloth items. I haven't ventured much beyond using the presets yet.
I'm glad you are getting good use from these shaders. That batik fabric is really nice. I had a friend who owned a quilt shop and I always loved looking at her batiks.
Here is part three of the tutorials -- this time focusing on the logic of making realistic metals.
Ok, convinced to buy, as well.
Tested on Chelsea
Before
After
I'm glad you are getting good results from the shaders
Here is the last video tutorial:
This one covers how to use the Substance Designer and Substance Painter new document templates and MDL shaders, which you can find here: https://www.deviantart.com/halflifecomics/art/iReal-Templates-for-Substance-897050744
great tutorials.
I'd modified this turial in blender to get a cloth shader i was happy with, and have recently been trying to convert its effects to Studio. You shader came at just the right time, as I was finding it awkward to achieve similar results, although I had managed to an extent, but the times increased by a lot.
deleted tutorial as it is kinda hijacking your thread.
Sure is nice to see realistic cloth effects, thank you.
Just trying out the shaders, and experimenting
can't say i'm happy with the leather yet - any tips?
I do like the leaves though.
You are very welcome. I'm glad you are enjoying them
Textures often make a huge difference. You might try loading the bump texture into some of the roughness slots and/or maybe into a weight slot. Try thinking about how the specularity would be different down in the cracks, where nothing can ever scratch those parts, versus on the high points which would constantly have things rubbing up against them.
Yeh, much better, cheers; i'm pretty happy with that now.
... The cloth on the sideboard looks better now too - not convinced it looks right though.
Somebody asked about this elsewhere, but I thought it would be useful to share here.
If you ever need to create "fake glass" this is the formula with iMetal.
I realized some here may not be familiar with the concept of fake glass -- otherwise known as AGS (architectural glass solution). Named such because the render time hit for real glass windows is ridiculous and has no real benefit. So AGS was created to simulate the reflections from the glass panes without the render time increased by refraction calculations.
AGS can be used in two ways -- a single pane (at cutout opacity .25), which allows the creator to keep their models simple. Double pane AGS (at cutout opacity .12) is for when you are replacing the shaders on fully modeled glass (watertight volume with real-world thickness). In each case, the approximation of the reflections on a glass windowpane is fairly convincing, as you can see by the side-by-side comparison below.
double posted on accident.
Good news. I had a chance to work on it, and I now have a version that now incorporates the Detail Normal options of the PBR Skin Shader for iFabric. After some testing I found this might actually be really useful for small tiled weave patterns and velvet knap. I am doing final testing and adding the new parameters to the manual. Once I get the update to DAZ it will likely take a few weeks and then you'll see it as a free update to the product in DIM (or Connect).
Sweet. I'm liking it a lot already for cloth and metals :). Thank you.
According to the release notes the updated version of the iReal shaders are available for download now. I also updated the manuals to explain the new features. If anybody has any questions feel free to ask.
Didn't get a chance to play with it too much, but I really like the metals I tried it on so far. It also works great on converting old 3dl stuff.
I got a report from a user that the iMetal presets were misbehaving in the update. After investigating it came down to a changed folder name. I fixed the issue, but to allow users to be able to use those presets ASAP, I made a zip file you can download with the fixed version right away: https://sta.sh/018enfb189qc
Unzip those presets into this location: C:\Users\Public\Documents\My DAZ 3D Library\Shader Presets\Iray\Half Life\iReal Shaders\iMetal Presets
I'll get the correction out to DAZ, but it will likely take some time for it to appear in your downloads.
PSA: That file path won't work for anybody who has their content library on another drive or other folder hierarchy.
Sure, but anybody savvy enough to do that likely doesn't need my help to figure out where to put them. After all, once you navigate to the main DAZ content directory the paths are all relative. It won't matter for too much longer anyway, since a new version is going through DAZ. This is just a stopgap measure to get a usable version into the hands of those who need it quickly. It was a simple mistake, and now that I know what to look for, it won't happen again.
Hm. A new problem. The link you provided doesn't work for me. I get this error when I try to download the zip. Did you remove or move it?
Nope. However, I tried logging out of DeviantArt and I got the same error. If you don't have an account with them (or aren't signed in) that might be the issue... otherwise, you could try this link instead. You will still need to be logged in to DeviantArt, but it may work if the other still does not.
I sent you a PM though the forum as well.
Thank you very much for the update! I've gotten super attached to these and now I use them on everything. :D
No, I don't have a Deviant Art account. I replied to your PM, which I just saw this morning.
I experimented with the new Detail section of the ifabric shader. I like the way this was added, with an enable button to turn it off and on.I would like to see more examples of using this Detail section. Here is my attempt to apply a normal map and roughness map on the black velvet detail:
With Detail
Without Detail
I'm glad you are enjoying them
One of my favorite tricks with the new Detail parameters is to use the Detail Specular only on the Sheen. This can really simulate velvet very nicely (if you have the right texture).