并非古老的石头——适用于 Iray 渲染器的粗糙混凝土材质效果

Not So Ancient Stones – Rough Concrete Shaders for Iray

(不那么)古老的石头——粗糙混凝土材质是一款强大的材质,能通过添加粗糙混凝土材质(磨损、染色且布满灰尘)来转换墙壁、路面和任何结构,还可选择添加苔藓和地衣层,所有这些都集成在一个材质中!该材质使用随 Daz Studio 附带的 4 层 Uber PBR 模型材质,将苔藓和地衣层添加到基础的混凝土、柏油路和粗糙材质之上。 这些材质预先加载了不同程度的苔藓和地衣层,如果你愿意,还可以在材质面板中进行编辑。设计时考虑到了其他古老石头材质包,这个独立材质包能与原始古老石头材质完美融合,也可单独使用。 无论是作为独立材质套装,还是与原始古老石头材质包结合使用,这款强大的(不那么)古老石头——粗糙混凝土材质套装都能让你以最小的麻烦为渲染增添更多真实感。 - 额外建议: 与应用材质一样,切记要在材质选项卡中选择你希望使用该材质的表面。然后应用材质并在 Iray 预览中渲染(材质只会在 Iray 预览或最终渲染中显示效果——分层 UBER PBR 材质的视口效果并不能反映材质的纹理平铺)。加载并预览后,你可以根据对象的 UV 映射对齐和拉伸情况调整材质在对象上的缩放比例。为此,我提供了大量基于比例的材质平铺预设,可立即应用,或者你也可以在材质选项卡中调整 X 和 Y 平铺值。此外,还有 UBER 高位移设置,可将细分值调至极高,这对于使用低多边形数或自身表面细节不足的对象非常方便。还包括低、中、高位移选项以及不同的细分级别,当然,如果你的对象位于远处,可以关闭细分以节省资源。总之,这些选项使这些材质极其强大(这些实用选项也应适用于苔藓砖和苔藓岩石材质包!)。你还会发现一个额外的苔藓层,可添加到所有纹理上,还能去除苔藓层

(Not So) Ancient Stones - Rough Concrete Shaders is a powerful way to transform walls, pavements, and any structure by adding a rough concrete - worn, stained and gritty with the option of added layers of moss and lichen all in one shader! Using the 4-layer Uber PBR mdl shader that ships with Daz Studio, layers of moss and lichen are added on top of the base Concrete ,Tarmac and Grit shader presents in this bundle. The shaders come with pre-loaded levels of moss and lichen layers, which can then be adjusted either by opening up the shader panel and editing there should you like too. Designed with the other Ancient Stones Bundles in mind, this stand-alone bundle will blend perfectly with the original ancient stones shaders or can be used on their own Whether used as a standalone set of shaders or in combination with the original ancient stones bundles, the powerful (not so) Ancient Stones- Rough concrete shader set allows you to add much more realism to your renders with minimum fuss. - Additional advice: As always with shader application you must remember to select the surface you wish to use the shader on in the shader tab. Then apply the shader and render in Iray preview (the shaders will only show you what they look like in an Iray preview or final render - the viewport look of the layered UBER PBR shader does not reflect the texture tiling for the shader). Once loaded and previewed you can adjust the scale of the shader on the object depending on how the objects UV maps are aligned and stretched, to this end I have included a whole bunch of ratio-based shader tiling pre-sets which can be applied immediately or you can make your own adjustments to the X and Y tiling values in the shader tab. Also included is an UBER High Displacement setting which also makes the Subdivision value extremely high, this can be very handy when using an object that does not have a high poly count or much surface detail of its own. Also included are low medium and high displacement options as well as different subdivision levels which of course can be turned off if your object is in the far distance to save on resources. All in all these options make these shaders extremely powerful (and these utility options should also work on the mossy bricks and mossy rock bundles too!). You will also find an extra moss layer you can add to all of the textures and the ability to remove moss layers too.

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