I’ve made a little scene for material creation. I recently discover the Quixel shaderball and I find it very convenient, both greatly readable and light. ( my main problem with Grant Warwick’s shaderball was the heavy mesh )
There is a little rig to quickly access to few settings of the scene, it avoids to go back and forth between menus for basic settings, and will saves you a few clicks.
There is also two different types of floor, which you can combine with the area light or HDRI ( or both )
Please let me know if you have some ideas for this scene, I want to keep it as simple as possible but I will update the scene if it worth it.
For the LUTs, easy. Here is a link to download a pack of LUTs in linear format, converted by Adàn Martin : Adanmq_Linear_LUTs.rar
For the HDRI, I’m not sure if I can share it since I bought it from Mastering CGI. I looked for a license file but didn’t find it. These HDRI’s are really great, especially the interior ones, for products and materials look development.
Smart ! Did you notice any improvement on the rendering side ? I have tried and see no difference with the basic mesh, unless a bit shorter loading delay. But obviously the viewport is no more sluggish.
Yes, I hope too. Modo is REALLY BAD at handling “dense” meshes ( ≥1M faces, not really heavy in 2016 ), using Modo for this kind of mesh is a real pain. Using 3dsMax and C4D from time to time makes me cry, it reminds me how Modo is bad at this.
Anyway thank you for the advices guys, maybe I will add some options to the download.
No, there are no improvements when it comes to render-speed itself (since it’s the exact same geometry there should be no difference anyway), but i prefer a faster loading of the scene, without the need of a long export-task. In my case the render starts now after about 2 seconds. Even though it might be only a couple of seconds faster than without the use of a .vrmesh, the normal export task can quickly add, because it’s a scene you’ll definitely render more than once. I was trying to render this Shaderball with the new Renderman 21.2 for MAYA yesterday, and it usually takes 10-20 seconds to export the scene, before the render even starts. But maybe I’m just impatient
If I want to develop my own shaders with this, could you point me to any resource material for understanding how this is put together, and how to use it?
I am a paying subscriber to all of his courses, but cant make the max to modo mindwarp translation
You can download the shader-scene for MODO here. Clicking on the “Adjust Me” gives you several options. The rest is a normal shader creation workflow in MODO using nodes or the shader tree.