Entries in download (5)

Saturday
Sep052015

Cycles - SSS Skin Shader

For the last few days I’ve been testing Cycles, which is a fairly a new unbiased CPU/GPU path tracer renderer for Blender, available alongside Blender’s internal engine. When combining its speed with the flexibility of Blender’s Shading node editor, it becomes a serious contender to Vray, Arnold, Keyshot, Octane or Corona, plus it’s Open Source and free.

While Cycles comes with basic shaders like Diffuse BSDF, Subsurface BSSRDF, Glossy BSDF (including the GGX Shading Model), etc, to create realistic materials you have to combine these together into more a complex Shading Group. Once created, this Shading Group can be easily reused and shared between scenes, and can be controlled with a set a variables that you decide to expose to the end user. 

   In this example I am mixing together two Subsurface shaders, a Diffuse shader, and a GGX Gloss shader. To get a red scattering lobe, I am overlaying the color inputs of the SSS shaders with two complimentary colors, slightly weighted towards red, and I am using two different scattering radiuses to simulate two skin layers. For the specular component I am remapping the fresnel node to allow individual control over the F0 and F1 parameters. 

I would like to thank Ten24 for providing this model.

Downloads:

Update (8-8-2016)

Skin Shader: Blender_SSS_Skin_Shader_Undoz.com.blend - I’ve added a simple scele with just the skin shader so you can use it with your own models. 

Blender: http://www.blender.org/download/

Skin Shader and Model: 3dscanstore.com was very generous to give away a Blender Render Scene complete with a free Head Scan and the Skin shader above. You can find it here: http://www.3dscanstore.com/index.php?route=information/information&information_id=16

 

Sunday
Oct262014

VRay - Physically Based Shader

I am currently working a Vray base shader for dielectrics and metals that has a similar response to the PBR implementations from Marmoset/Unreal/Substance. The purpose of this is to have a material that responds well in different lighting conditions, and that is driven by plausible parameters based on physical measurements. It currently supports both metallness/gloss and specular(F0)/gloss workflows, along with micro roughness control, and should make the texturing process a lot more easier and consistent between different projects.

Download: undoz_vray_PBR_simple_SHD.rar ( Please note that this shader was created before Vray supported Maya’s color management system. That’s why the shader is setup with gamma correction nodes. You can either disable the color management, bypass the gamma nodes, or set the texture color space to raw. Edited: 8-8-2016 )

Usage: Import the shader through the Maya Hypershade window (File>Import). 

The shader is made for LWF (gamma 2.2) and supports both mentalness and specular workflows. The fresnel component is remapped to allow full F0-F1 control, and the F1 component is sensitive to glosiness changes to account for the microfacet normal changes.

 

Monday
Jun162014

Hard/Soft Edges to Edge Creasing - Maya MEL

One of the modeling workflows that I frequently apply in 3ds Max is to use Smoothing Groups to act as a poor man’s creasing. That is done by stacking two Turbosmooth modifiers on top of eachother, with the first one having Separate By Smoothing Groups on and using the Iterations to control the crease amount. 

With the introduction of Pixar’s OpenSubdivs in Maya 2015, edge creasing becomes very appealing and in a lot of cases it can be a huge time saver. One of the major drawbacks I found was that the crease values are easily destroyed when using basic modeling tools, and rebuilding them is a pain in the ass.



With the script below I am replicating the same workflow by using Hard/Soft edges to store and control the creasing of the model. It basically adds a predefined creasing value to Hard edges and removes the creasing from Soft edges. 

I run this after I define the initial Hard/Soft edges, usually with Set Normal Angle, and whenever the edge creasing gets mangled by various modeling tools. The authoring is done only by using Harden/Soften Edge, or by using the commands from the Shelf attached at the bottom. 

 

 

global proc createCrease()
{
        float $creaseValue = 3;
        ConvertSelectionToEdges;
	SelectEdgeMask;
	string $selEdges[] = `ls -sl -fl`;
        string $hardEdges[];
	polyCrease -value 0;
        select -cl;     
        int $i = 0;
        for ($edge in $selEdges)
        {
                string $edgeType[] = `polyInfo -ev $edge`;
                if (`gmatch $edgeType[0] "*Hard*"`)
                {
                        $hardEdges[$i] = $edge;
                        $i++;
                }
        }
        select $hardEdges;
        polyCrease -value $creaseValue;
        select -cl  ;
}


createCrease();

 

Notes:

 I recommend staying away from defining custom crease sets until you are done changing the topology of the model, and only worry about Hard and Soft edges. Maya’s tools are very destructive when it comes to maintaining crease values, and you will end up manually reassigning custom creases after each topology change. The default creasing value in the script is 3, so you can use safely use the H3 and Soft presets while modeling, in case you have to rebuild the creasing with the H/S script later on. These presets mark the edges as Hard/Soft at the same time

 

Please feel free to modify the scripts to your own liking!

 

Download: shelf_U_Crease.mel

To install, copy it to : Documents\maya\2015-x64\prefs\shelves

Friday
Jan032014

Zbrush Practical Material Set

 

Here is the second edition of my Zbrush Practical Material Set that I’ve created a few years ago. I thought of sharing it here since the original post is buried deep on the ZBrush Central forums.

Today I mostly use the real time shaders from the set since they respond to light direction changes and they are a bit more versatile.

Copy the files into the ZStartup\Materials Directory and restart ZBrush

Download: Undoz_ZbrushParticalMatSet.rar

 

Friday
Jan032014

Base Meshes And Primitives

 

This is a set of base meshes and primitives that I have been using for the last couple of years as a start for my concept sculpts in ZBrush

The models are in OBJ format so feel free to use them your program of choice. 

Enjoy!

 

Download: Undoz_BaseMeshSet.rar