User Tools

Site Tools


Sidebar


Product Index


Lets Rock - Rough and Precious Stone Building Suite and Merchant Resource

Click for original

Product Name: Lets Rock - Rough and Precious Stone Building Suite and Merchant Resource
Product ID: 59231
Published Artist(s): DimensionTheory, Handspan Studios
Created By: N/A
Release Date: 2019-03-11

Product Information

  • Required Products: None

This new mineral and gemstone shader for Iray by DimensionTheory goes beyond Uber with some new capabilities. It has an iridescent Secondary Luster that is useful for creating all sorts of special effects, from opals to lusters and metallics. You can separately tile and offset Base, Diffuse Overlay, Bump, Normal, Displacement, Top Coat and Translucency which means you can get myriad different stones from the high resolution textures included. It has a Global Tiling setting that lets you change these parameters all at once as well.

Included are 186 mineral presets representing both real and fantasy stone looks. Made from 18 4096×4096 seamlessly tiling high resolution proceduraly tiled textures (with bump and normal options for each) and 10 displacement choices with normal map variants. Some “Color” presets are included which are based on greyscale versions of the maps so you can easily easily customize your hue using Base Color and Diffuse Overlay.

The 72 Base Presets make use of two diffuse textures with blending to add “fake shadowing” which helps sell the effect of displacement and normal maps. Areas of the surface where displacement / normal mapping is concave will be darker while convex areas are lightened, accentuating the details that these maps add. Modifiers in the Base Presets will also affect this diffuse blending, giving you a very quick way to switch between highly detailed options.

There are 126 modifiers which affect individual aspects like Secondary Luster, Normal / Displacement Maps and tiling settings. It is very easy to use and intuitive. You can achieve a unique gemstone look, texture a castle wall or populate a scene with naturally diverse looking stones.

Any of the included textures can be used as merchant resources.

Product Notes

Installation Packages

Below is a list of the installation package types provided by this product. The name of each package contains a Package Qualifier, which is used as a key to indicate something about the contents of that package.

  • 2 Core 1)

[ ] = Optional, depending on target application(s)

Not all installation packages provide files that are displayed to the user within the interface of an application. The packages listed below, do. The application(s), and the location(s) within each application, are shown below.

Lets Rock - Rough and Precious Stone Building Suite and Merchant Resource (Core)

  • You can find new icons for loading this product in the following DAZ Studio Folders:
    • “Shader Presets:Lets Rock:Base Presets”
    • “Shader Presets:Lets Rock:Base Presets:Modifiers”
    • “Shader Presets:Lets Rock:Precious Stone Presets”
    • “Shader Presets:Lets Rock:Precious Stone Presets:Modifiers”
    • “Shader Presets:Lets Rock:Secondary Luster Options”
  • You can find new icons for this product in the following DAZ Studio Categories:
    • “Shaders:Iray:Stone”
    • “Shaders:Iray:Utilities”

Additional Details

  • As with most shaders different lighting will have an affect on the overall look of presets included in this set. All lighting used in promos and thumbnails come from DimensionTheory's HDRIs and Mesh Light sets, most of which were done with Studio HDRIs Volume 2
  • With the way displacement works you may run into situations where you need to subdivide your surface to create enough polygons for the textures to make use of. You can do so from the main menu by selecting “Edit - Object - Geometry - Convert to SubD…”, which will add a new parameter to the object allowing you to specify the amount of subdivision. Alternatively you can increase the SubD Displacement Level value on the shader it's self. Increasing SubD WILL require more memory and processing.
  • Displacement is dependent on the scale of objects in some weird ways that the Displacement Bounds and Displacement Strength presets are meant to work with. If when using displacement you feel the effect is too little or too much try changing either the bounds or strength (possibly both).

Resolved Issues

  • None

Known Issues

  • None

Support

Visit our site for technical support questions or concerns.

1)
The contents of these packages are in DAZ Studio Native formats