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loocas
12-26-2004, 03:54 AM
Hi there everybody ;)

I've just finished compiling some new advanced finalRender Stage-1 materials for you FOR FREE TO DOWNLOAD on my web DUBER.CZ (http://www.duber.cz/) you can grab 'em all in INSTRUCT section

The materials are in zipped MAT format and I recommend using them on 3ds max 6 SP1 with finalRender Stage-1 SP2b (but I tried them on 3ds max 7 with finalRender Stage-1 SP2d and they worked absolutely fine...). All the materials are made using fR-Advanced material, which is a standard material within finalRender Stage-1, and procedurals available in 3ds max 6, no textures were used. The only thing is that I've been using a HDRi map which you can get here (http://www.debevec.org/probes/uffizi_probe.hdr) on Paul Debevec's probes page.

And there they are:

Advanced Car-Paint material:
http://www.duber.cz/dump/fr_adv_car_paint.jpg

Anisotropic metal material:
http://www.duber.cz/dump/fr_aniso_metal.jpg

Carbon fibre material:
http://www.duber.cz/dump/fr_carbon_fibre.jpg

Electron microscopte material:
http://www.duber.cz/dump/fr_electron.jpg

Neon material:
http://www.duber.cz/dump/fr_neon.jpg

Sand material:
http://www.duber.cz/dump/fr_sand.jpg

Sex-Toys material: ;)
http://www.duber.cz/dump/fr_sex_toys.jpg

And Snow material:
http://www.duber.cz/dump/fr_snow.jpg

Ok those materials are more or less advanced and you can tweak them and better them as much as you like, enjoy!

loocas
12-26-2004, 03:59 AM
Ok and now, materials that I haven't made public yet:

Advanced plastic material:
http://www.duber.cz/dump/fr_plastic.jpg

Advanced metal material:
http://www.duber.cz/dump/fr_adv_metal.jpg

Volumetric glass material:
http://www.duber.cz/dump/fr_vol_glass.jpg

Wood material:
http://www.duber.cz/dump/fr_wood.jpg
Hope you'll like them and post some comments, suggestions or crits which would be highly appreciated! :wink:

Cheers and MERRY CHRISTMAS AND A HAPPY NEW YEAR GUYS/GALS :thumbsup:

Druid_Ctba
12-26-2004, 06:22 PM
Greatest JOB my friend :thumbsup:

Fine thanks for FREE :)

And Happy New Year for you,

DruidŽ

loocas
12-31-2004, 04:08 AM
Druid_Ctba: Thanks a lot mate :thumbsup: I'm happy when others find my stuff interesting/useful etc... :D

Druid_Ctba
01-01-2005, 04:18 PM
lol :p

I'm waiting for the remainder materials in your site :D

Fine thanks for all at moment and to be continued my friend for your greater JOB!

DruidŽ

P.S. Do you have more fRender Shaders or MatLibrary, it's very difficult found the best material in the NET, I would like to get it :bounce:

loocas
01-02-2005, 04:37 AM
To Druid_Ctba: Thx man... as for the rest of the materials, I don't know when I make them public since I'm EXTREMELY busy and don't know what to do first, so hope you understand, this is not on the top of my priorities list...

But, I managed to re-render (I wanna have previews of all my public shaders on my web and also I wanna be using the very same scene etc...) my OLD shaders (almost over a year old now...) and I also updated/edited the mats section on my web due to this! So, here are the renders:

Black car paint:
http://www.duber.cz/dump/fr_car_paint_black.jpg

Red car paint:
http://www.duber.cz/dump/fr_car_paint_red.jpg

Chrome:
http://www.duber.cz/dump/fr_chrome.jpg

Glass:
http://www.duber.cz/dump/fr_glass.jpg

Ice:
http://www.duber.cz/dump/fr_ice.jpg

Stainless steel:
http://www.duber.cz/dump/fr_stainless_steel.jpg

Wax:
http://www.duber.cz/dump/fr_wax.jpg

X-Ray
http://www.duber.cz/dump/fr_x_ray.jpg

These materials are much simpler than the ones before, but still, some might learn something new from those anyway... ;) Again, the MATs are available for downlads on DUBER.CZ (http://www.duber.cz/) Enjoy!

AzoiC
01-02-2005, 06:34 AM
:thumbsup: :bounce: :applause: :buttrock: cool mats.. especially love the ice one.. thx a lot!

Druid_Ctba
01-02-2005, 01:49 PM
Hi dude :)

Pretty render :thumbsup:

So, it's possible turn available your model, it's pretty good for render :bounce:

Fine thanks!

DruidŽ

dennis_hs
01-12-2005, 10:15 AM
Hi.. Sorry to bring back an older thread, but I'm having a bit of trouble with some of these materials. I tried to open ice, sand, snow and wax, but 3ds max7 just really slows down and almost stops responding, utilizing the cpu 100%. The rest works fine, it's just the four of them.. And the most importent ones that is..

Anyone who might know the problem?

Thanks ..


/Dennis

loocas
01-13-2005, 02:36 AM
To AzoiC: Thanks man :thumbsup:

To Druid_Ctba: Well, I might give my model away, but it's really simple to model, the most important thing is that you should have your own model and try the materials on it and they should work 100% fine, if they don't, then something's wrong :scream: but they should I'm sure.

To dennis_hs: I answered your mail regarding that problem, well, it's not a problem... so to everybody else: those adv. materials use some of the adv. functions in finalRender - therefor they take long to render and because when you assign finalRender as your production renderer it's also automatically assigned as a material editor renderer, so to avoid waiting that long for advanced materials (especially ones that use Sub-Surface Scattering or Blurred reflections/refractions etc...), just uncheck the pad-lock in RENDER options under DEFAULT RENDERER roll-out and instead use default Scanline renderer, only for material editor that is.

And btw: this is not an "OLD" thread!!! :D it's just a little forgotten...? or something, well... that's a pitty, but anyway, enjoy again and look fwd to some other materials I'll develop in the near future :thumbsup:

blackwulf360
01-14-2005, 01:41 AM
Thanks for the .mat's. They are really great! :thumbsup:

loocas
01-14-2005, 02:15 AM
You're welcome man. :) And thanks, much appretiated! :thumbsup:

zpanzer
01-15-2005, 12:47 AM
Omg nice man

loocas
01-16-2005, 11:15 PM
Thx dude :thumbsup:

loocas
01-17-2005, 04:52 AM
Ok guys, I've created (because I need this one quite often) an ADVANCED SKIN shader. The one on the render is fully procedural again, but it works best with proper textures. Now, what's so ADVANCED about this one? Well, I've set this material up in a way that it calculates true IMAGE BASED SPECULAR REFLECTIONS, in other words, whatever HDRi map you use as your env. it will generate INTENSITY and COLOR of the specular reflections based on it :thumbsup: how cool is that?! :D

Ok here's the render:
http://www.duber.cz/dump/fr_adv_skin.jpg

The material will be available in my upcoming, third, material set :cool:

spaze
01-17-2005, 01:34 PM
Hey !

So you are here also ! I've seen this post on Finalrender's forum.
I use my real name there (b ziegler).

See you :applause:

loocas
01-17-2005, 11:55 PM
To spaze: Heya dude! I've recognized your avatar (btw: awesome invention: avatars!) :thumbsup: I've been a CGTalk member since... mm... 2002? Probably... but this is a great way of sharing stuff/knowledge or just simply showing off your works :D

loocas
01-31-2005, 03:50 AM
Hi there guys...

Ok, once again, I have another material that will be available for free download in my upcoming finalRender material set...

This time I had to do a GOLD material:

http://www.duber.cz/dump/fr_gold.jpg

Hope you'll like it and look fwd to the set ;)

loocas
01-31-2005, 03:51 AM
Oh yeah!!! And not to forget, you can meet SPIKEY personally now:

http://www.duber.cz/instruct/files/spikey_max6/spikey.htm

Enjoy and be nice to SPIKEY :thumbsup:

loocas
02-01-2005, 08:08 AM
No replies?? What happened? :shrug: Are you torturing SPIKEY?! :eek: If I find out that you weren't nice to him... I'll... format your hdds!! Yeah, that's right, format them, completely! :twisted:

dennis_hs
02-10-2005, 01:43 PM
Ok, what happened here?

I was just about to ask how the hell you made that star, and here it was (how did you btw?):D

Great materials as always :applause:


KEEP'EM COMMING!! :buttrock::scream:

loocas
02-11-2005, 02:41 AM
To dennis_hs: Thanks man :thumbsup: And as for SPIKEY... I made him from a GeoSphere, the rest is up to you :D There's one little trick to achieve this evenly placed topology, but it's not that hard I recon :shrug: ;)

Druid_Ctba
02-12-2005, 11:38 PM
loocas do you are my Idol "The fRender World Man" :thumbsup:

Fine thanks my friend!

You are the best... to be continued in your JOB!

DruidŽ

TheArrow
02-21-2005, 04:06 PM
awww man.....I cant download spikey......or the second material library.......can u please fix ure pages?

loocas
02-22-2005, 02:28 AM
To Druid_Ctba: Thanks man! :thumbsup:

To TheArrow: Weird... It works absolutely fine... No links are broken :shrug:

TheArrow
02-22-2005, 08:52 PM
:rolleyes:.....now it decides to work......I swear it was down earlier.....
BTW.....that gold looks pretty hot.....I want it:applause:

loocas
02-23-2005, 04:01 AM
:rolleyes:.....now it decides to work......I swear it was down earlier.....
BTW.....that gold looks pretty hot.....I want it:applause:

And you shall have it... as soon as I compile at least 8 new mats (so far I have 3), then, I'll release them again on my web... again for free! :bounce: :buttrock: :thumbsup:

TheArrow
02-23-2005, 08:56 PM
sweeeeeet....thanks! Ill be looking forward to it!

ronnyhen
03-01-2005, 09:34 AM
Thanx I really love your work on these materials
they are just wonderfull!!

Oh and thanks for sharing Spikey with us.. almost forgot I'd
had to make something like dat some day but forgot about it
Thanx

btw : My nickname is Spikey on a lot of other forums v:bounce:

loocas
03-02-2005, 03:30 AM
To ronnyhen: :scream: LOL, man, what a coincidence with the name :thumbsup:

And thanks a lot for the kind comments! :)

cr2 diseņo
03-03-2005, 03:01 AM
Hi, it's me again...
yours mats, helps me a lot...

BUT (sorry)..i cannot find the VOLUMETRIC GLASS MAT...
where is?...

THANX...
:thumbsup:

loocas
03-03-2005, 06:18 AM
Not all the materials shown here were made public!!! Only those that are on my web are currently the only ones you can download.

cr2 diseņo
03-03-2005, 12:30 PM
Ok...Thanks anyway...:) .

ronnyhen
04-13-2005, 12:38 PM
loocas : Might be a bit offtopic but any idea when your video-tuts of final-renderer are availible in english? czech isn't my best these days anymore.. ;) lol

loocas
04-13-2005, 02:38 PM
To ronnyhen: It's not off-topic... it's quite relevant... But the thing is that I'm (still) so busy taht I don't have any spare time to translate those and since it really takes a lot of time to record the sound, compose it togethere and re-render the video... I'll have to find a spare weekend and do it.

But don't worry, it will happen eventually :D Stay tuned! :thumbsup:

c0rtex
04-13-2005, 05:50 PM
Thanks a bunch!! I really love the sex toys one ;) :P

loocas
04-13-2005, 07:21 PM
To c0rtex: No problemo... and yeah, that mat is my favourite one as well :thumbsup:

c0rtex
05-08-2005, 08:16 AM
My renders come out nothing like yours :( Could you please attatch a scene with one of the materials and spikey :P so I can try it? Thanks

loocas
05-08-2005, 10:34 AM
c0rtex, I've given out Spikey on my web HERE (http://www.duber.cz/instruct/files/spikey_max6/spikey.htm), It's the very same scene I used for rendering those mats out. All you need to do is to apply the material, obviously, whichever you want and also use a HDRi map for reflections/refractions! I used THE UFFIZI GALLERY (http://www.debevec.org/probes/). Also bear in mind that I used a custom light rig (it may sound super-duber :D but it's nothing else but a bunch of lights placed by hand...) and sometimes GI.

That's it, you simly have to get the same results, since I didn't edit those images in PS or anything else (except for Specular Bloom effect!).

c0rtex
05-08-2005, 10:59 AM
Thanks :D I did a render and mine are more noisey than yours :( do you know why that is?

loocas
05-08-2005, 11:20 AM
Post some renders, this is impossible to imagine...

c0rtex
05-08-2005, 01:05 PM
you can really notice it in the tips of the spikes

loocas
05-08-2005, 02:28 PM
Hmmm... that's really weird... It looks as if you had wrong mapping type for the environment map...? Make sure you have SPHERICAL MAPPING in ENVIRONMENT mode in the mat. editor for the map in the background... :shrug:

c0rtex
05-08-2005, 10:18 PM
The following objects require map coordinates and may not render properly:
[UVW 0]: Sphere01




^how do I give it coordinates :P

loocas
05-08-2005, 11:15 PM
??? :shrug:

Oderbang
06-08-2005, 03:43 PM
ok so iv downloaded the mat ... (the renders btw are REALLYYY superb...i get an error when trying to use them ...sumthing about missing DLLs .. Cbase.dll and fAdvmtl.dlt any idears ?

loocas
06-09-2005, 12:34 PM
ok so iv downloaded the mat ... (the renders btw are REALLYYY superb...i get an error when trying to use them ...sumthing about missing DLLs .. Cbase.dll and fAdvmtl.dlt any idears ?

Well... it seems you don't have finalRender stage-1 installed...

Oderbang
06-09-2005, 05:56 PM
where and how much lol ????

loocas
06-09-2005, 10:02 PM
where and how much lol ????

$795.00 at TurboSquid (http://www.turbosquid.com/FullPreview/Index.cfm/ID/202477) or Cebas On-Line Shop (http://shop.cebasserver.de/catalog/product_info.php?manufacturers_id=10&products_id=40)

:rolleyes:

3dsMax51cs4
06-10-2005, 05:42 AM
I can't thank you enough for the time put into this materials, I already said thanx but getting the new materials made me feel grateful again :).

loocas
06-10-2005, 09:58 AM
I can't thank you enough for the time put into this materials, I already said thanx but getting the new materials made me feel grateful again :).

You are welcome mate :thumbsup:

shadewind
06-15-2005, 09:08 AM
I _really_ wonder how you made the volumetric glass material, is it SSS or what is it? Only SSS or refraction as well?

loocas
06-15-2005, 09:27 AM
I _really_ wonder how you made the volumetric glass material, is it SSS or what is it? Only SSS or refraction as well?

The volumetric glass shader is just a simple fR-Volumetric shader (from finalShaders) that I constructed using a few procedurals etc... There's nothing special about that particular shader, that's also why I didn't make it public ;)

shadewind
06-15-2005, 12:44 PM
oh! That explains a lot :)
I'll try it as I actually have finalShaders, it's nice :)

Is the bubble in the glass a built in setting of fR-Volumetric or is it some procedural applied to a channel?

loocas
06-15-2005, 01:00 PM
Is the bubble in the glass a built in setting of fR-Volumetric or is it some procedural applied to a channel?

Nope, that's actually a PFlow geometry ;)

BlueCube
07-03-2005, 03:57 AM
Nice one for making the materials available Loocas.
They've enabled me to get to grips with the finalrender mat properties really quickly. Those first 16 cover pretty much everything so i've just been checking how you've done things and utilising the concepts for my own mats.
I've only been trying this renderer out for 1 day and i'm already able to produce better procedurals than ever before!

I'd show you some examples if I knew how! - I don't normally use these forum thingies....

Zephiroth
07-15-2005, 11:39 PM
Hi, I also want to thank you for theese great shaders, theese are the best ones i have come across so far.

As for the rendering, i downloaded spikey, and tried some of the materials on him, but i couldnt get the same results either. I am new to finalrender, and maybe it has something to do with the hdri, or with the lighting. If anyone has managed to get similar results as the previous posted renderings, could you please enlighten me in how i can acheive the same results?

loocas
07-16-2005, 12:03 AM
Thanks guys ;)

To BlueCube: Thank you! :thumbsup:

To Zephiroth: Yeah, I actually managed to get the same results :D Just kidding... The Spikey scene IS exactly the scene I used for rendering those previews... It only needs some lights and a HDRi... I used Uffizi Probe from Paul Debevec's page... It's really simple, put the HDRi in the Environment, create some lights in the scene, apply any of the materials to the spikey... and hit the render button :)

Btw: for the halo like effects (called Specular Bloom), I made them in post in Photoshop... but you can use the Specular Bloom script that ships with max, or better yet, use finalFlares plugin ;)

Zephiroth
07-16-2005, 12:21 AM
Yeah, i know i am doing something wrong here.
I dont know if its the lighting, or the hdri.
As i said, im really new to final render, and any tips will go a long way :)

I have attached a test render of the sex toy material.
It has a basic light rig, and the hdri that was with spikey is used for enviroment.

As you can see i get the same grainy tips on spikey as i saw cortex got on the previous page.
Hdri is set to spherical.

I really have no clue :)

edit : This is with 3ds max 7, and finalrender sp2d

loocas
07-16-2005, 12:56 AM
Yeah, i know i am doing something wrong here.
I dont know if its the lighting, or the hdri.
As i said, im really new to final render, and any tips will go a long way :)

I have attached a test render of the sex toy material.
It has a basic light rig, and the hdri that was with spikey is used for enviroment.

As you can see i get the same grainy tips on spikey as i saw cortex got on the previous page.
Hdri is set to spherical.

I really have no clue :)

edit : This is with 3ds max 7, and finalrender sp2d

Hmmm... this is strange... But first thing that hits me is: do you have correctly mapped HDRi in the background? By that I mean is the mapping of the HDRi set to Environmental and then Spherical? That might cause the problems you're having... But if you have that correctly mapped then I have no idea what so ever as to why..?? :shrug:

Zephiroth
07-16-2005, 01:21 AM
Found the problem, im not sure, but i think it has something to do with uvw mapping.

I tried exporting spikey, importing it again, and rendering it. It rendered different, and gave me a uvw mapping error, then i tried changing the uvw mapping it, and put it to vertex mapping. I got the same result as you did, xcept i still havent gotten the hdri to render properly.

When i want to use hdri, is it enough to just have the hdr map in the enviroment pane?'
Do i need to use global illumination?

Again thank you for theese great shaders, now that i can get them to work, they are even better :)
And thank you for all the help.

loocas
07-16-2005, 02:20 AM
When i want to use hdri, is it enough to just have the hdr map in the enviroment pane?'
Do i need to use global illumination?

- Nope, I didn't use GI either...

As for the mapping, I forgot to mention that that material in particular needs to be mapped using Vertex channel information due to the different material from the tips of the spikes inwards... :banghead:

Zephiroth
07-16-2005, 08:15 AM
Finally got it working :)

This is one of the first time i try out finalrender, so took me some time to find out how to set things up right.

The only thing i cant figure out is how to get rid of the hdri as a background, and get it black instead, other than using a plane as a background for the object.

Anyway, here is my latest render, getting close to getting it perfect :D

Can`t thank you enough for theese materials, helped me learn alot about finalrender.

loocas
07-16-2005, 10:27 AM
Finally got it working :)

This is one of the first time i try out finalrender, so took me some time to find out how to set things up right.

The only thing i cant figure out is how to get rid of the hdri as a background, and get it black instead, other than using a plane as a background for the object.

Anyway, here is my latest render, getting close to getting it perfect :D

Can`t thank you enough for theese materials, helped me learn alot about finalrender.

Nice result ;)

As to how to get rid of BG env. in fR - go to Raytracing rollout in the renderer and uncheck ENVIRONMET and use either plain color or a map or whatever...

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