Asset - Shaderball scene

Hi,

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.

Shaderball_scene_v001



Cool, I will probably use it as I had the same problem with Grant’s shaderball as you.
Thanks for sharing.

Hey guys,

I have just updated the scene, the biggest change is the addition of a new mesh for fabric material creation.

shaderball v1.1

Thank you.

Nice job!

Do you think you could provide the lut /LIN_AgfaColor Optima II 200.cube
And HDRI? They aren’t in the folder.

Thank you !

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.

Just a little update to let you know that a new shaderball model is available, the one from Grant Warwick. Textures and HDRI are provided.

You can download it here.

I did the same :wink:

Just a quick tip: converting the new shaderball into a vrmesh-file makes working with this scene much faster.

Another way to make the scene load and display in the viewport instantly is to convert the meshes to static meshes.

Unfortunately Modo is slug slow at loading dense meshes, but for scenes like this static meshes work nicely.

I hope that Modo 11 gets a serious tune-up under the hood (in many areas). Other apps load “regular” dense meshes a lot faster than Modo.

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.

Try static mesh.

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 :wink:

Dumb Question from a noobie here.

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 :slight_smile:

Thanks,

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.

Thank You!