XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : studio*moccoro_resources

04-22-2007, 05:55 PM
hi all,
this is RAL classic to RGB values colour converter.
it's a c.o.f.f.e.e. expression, done by the hard (& dump) way.
i hope you find it usefull.

>>>get the file here<<< (http://www.sharecg.com/view.php?upload_id=2451)


ps: the title is mis-leading, but i'll gather all my uploads, cause sometimes even me have hard time to locate them.

04-22-2007, 08:26 PM
this is my first shader.
a sand (more like desert sand) shader

>>get the file here<< (http://www.sharecg.com/view.php?upload_id=2455)


04-22-2007, 08:33 PM
hi all,
this is a water & pool tile shader applied to a single cube object. the result is a water surface on top and tiles at the bottom and the rest of the edges of the cube.

>>get the file here<< (http://www.sharecg.com/view.php?upload_id=2458)


04-22-2007, 08:35 PM
I like the sand shader. it's quite tricky from you.

thanks for the thread

04-22-2007, 08:35 PM
this is sea & sand shader applied to a single cube object. the result is two surfaces sea on top, sand at the bottom.

>>get the file here<< (http://www.sharecg.com/view.php?upload_id=2456)


04-22-2007, 08:38 PM
hi all,
this is another displacement test i did, using a 2d plane object. the rest is up to the shader -> displacement + texturing.

>>get the file here<< (http://www.sharecg.com/view.php?upload_id=2454)

edit: remove the spline shader ("wet-painT" txt) for faster results


04-22-2007, 08:40 PM
hi all,
this is a water & pool tile shader applied to a single cube object. the result is a water surface on top and tiles at the bottom and the rest of the edges of the cube.

I don't think shadows under the water would seem like that !
It is more likely to be distorted; because light is slightly refracted on the water's surface. and the shadows should also be.

04-22-2007, 08:41 PM
[/url]hi all,
this is a displacement test i did with just a 2d plane & disc objects that transformed into an ashtray.[url="http://www.sharecg.com/view.php?upload_id=2453"]
>>get the file here<< (http://www.sharecg.com/share.php?upload_section_id=2&upload_type_id=7&upload_id=2453)


04-22-2007, 08:44 PM
[/url]this is a chesterfield sofa upholstery shader.
this shader wouldn't be possible without the great help of
shtl , moderator of frenchcinema4d.fr

[url="http://www.sharecg.com/view.php?upload_id=2459"]>>get the file here<< (http://www.sharecg.com/share.php?upload_section_id=2&upload_type_id=7&upload_id=2459)


04-23-2007, 09:42 PM
Hey George, I already told you how great I think your shaders are :) Thanks for sharing, keep at it!

06-16-2007, 09:54 PM
hi all,
this is an architectural glass & a brick shader i used in my latest project, a housing complex in thessaloniki.

i also added a fresnel-effect glass ( i often use it instead of the banji shader, cause with banji shader, sometimes i got endless render times, especially in interior scenes).

>>get glass & brick shader here<< (http://www.sharecg.com/v/6491/material-and-shader/architectural-glass-&-brick-shader)



i hope you you like it.

08-23-2007, 06:48 PM
hi all,
this is another test, inspired by a thread about modeling bottle caps.
this is just a disk object, as usual.


>>>get the shader here<<< (http://www.sharecg.com/v/12013/material-and-shader/botte-cap-shader)

08-25-2007, 08:33 AM
this is a preview of shaders that i am still working
proximal-(out)liner (http://www.frenchcinema4d.fr/forum/index.php?topic=20300.0)

byzantine roof tiles (http://www.frenchcinema4d.fr/forum/index.php?topic=20156.0)

08-26-2007, 08:47 PM
I like your work, espeacially the ral converter and sofa shader!
Thank you a lot for your effort.

Keep up the good work :)

09-30-2007, 02:20 PM
hi, i've discovered things-on-surface shader by Michael Welter endless capabilities. this is a wip shader setup
rain-drop shader (http://www.frenchcinema4d.fr/forum/index.php?topic=20525.0)


and some side-effects

10-08-2007, 12:35 AM
hi to all,
this is another experiment i did using the proximal effect to infuence the proximal object itself.
i ended up with a kind-of-edge-beveling effect that can be on it's own or combined with another displacement map.
i hope you find it usefull.

ps: for meshes like platonic object where polys aren't vertical to each other, reduce the phong tag angle, (i.e 50deg) or else the effect won't work

>>get the proxi-edge-shader here<< (http://www.sharecg.com/v/15889/material-and-shader/self-proximal-edge-shader-for-use-in-Cinema4D)


10-10-2007, 04:06 PM
wow thats a really simple but very effective trick. NOt the greatest with partially round objects like the tube primitive, but for any strictly rigid object it works really well.

thanks for this. can't wait to see your next experiment.

10-10-2007, 09:04 PM
wow thats a really simple but very effective trick. NOt the greatest with partially round objects like the tube primitive, but for any strictly rigid object it works really well.

tnx for your kind words.
actually i had a hard time applying the shader to platonic objects until i realised that the phong tag angle was the key to get it to work.
i didn't try it, but i would lower down the angle value to 5-10degrees or even delete the phong tag.

can't wait to see your next experiment.

i am busy with another project, but next week i'll have time to finalize it: rain-drops (http://www.frenchcinema4d.fr/forum/index.php?topic=20525.0)
(based on thing on surface awesome plug by MIchael Welter)

10-16-2007, 09:34 PM
Hi to all,
this is a parquet shader, with a simple xpresso setup
that allows more stripes per tile than the built-in shader.
you can get more abstract results if you change the default value of sliders (100%).
i hope you find it usefull.

>>parquet_shader<< (http://www.sharecg.com/v/16688/material-and-shader/alternative-parquet-shader-for-use-in-cinema-4d)


12-06-2007, 01:10 PM
hi to all,
this is an off-white-marble shader.
nothing special, it's not too good for close-ups but it works nice for middle-back ground objects.
(that's why the grout is not even bumped- it's a diffuse effect)

http://www.sharecg.com/images/thumb/24472.jpg (http://www.sharecg.com/v/19323/material-and-shader/off-white_marble-shader---Cinema-4d)
click on the thumbnail for the download link

12-09-2007, 11:34 PM
I'm now working too on marble for a new image it seems better if you mix as fusion two water shaders in color channel. This one is not shiny but it's just to show as example. No need image, procedural is enough.

12-09-2007, 11:56 PM
tnx for the tip luxereau,
it looks excellent for this kind of marble-veins.
i think i've used the metal shader to reproduce a special kind of marble
(krystallina thassos).

12-10-2007, 08:09 PM
This one is my last version ;-)http://deluxbox.free.fr/file/c2.jpg

12-14-2007, 08:48 PM
i am very happy & proud to announce that
the scene file of the Sketch & Toon pencil setup is part of this wonderful tradition
http://ns352037.ovh.net/~avent/ (http://ns352037.ovh.net/%7Eavent/)
click for gift no.12

or help me by adding more pageviews:

http://www.sharecg.com/images/thumb/27447.jpg (http://www.sharecg.com/v/21288/material-and-shader/Sketch-&-Toon-pencil-study)

02-03-2008, 07:58 PM
hi to all.
these are some of the shaders i've used for a lighting / texturing contest.
it's all about angels, angels come from the sky,
so for most of the texturing i've used the star shader.
the aging in the wall - roof textures, volumetric light gels, cracks in the frame are done using the star shader.
ps: due to a rather heavy scene i've removed the angels and some furniture.

click on the thumbnail for the link
http://studiomoccoro.googlepages.com/angels_dance_1200_750_200kb.jpg/angels_dance_1200_750_200kb-medium;init:.jpg (http://studiomoccoro.googlepages.com/resources)


05-27-2008, 12:23 AM
hi to all,
this is my attempt to try to understand how the normal channel reacts with procedural noises using a combo of distance fall-off effects as seen in James Hastings normal mapping tutorial.
it's been posted here -> ab-normal mapping (http://forums.cgsociety.org/showthread.php?f=95&t=633393), but
an interesting side-effect is that the "normalized" shader ( i call it this way cause i don't really know how to use normal maps and of course it's not a rendered image loaded again in the normal channel), worked like filleting/beveling the edges.
the radius is controlled by the density of the edges, so if you inner extrude the edges, the offset is related to the radius.


>>get the file here<< (http://studiomoccoro.googlepages.com/normalizer.c4d)

i hope you have as much fun as i did!

06-14-2008, 11:51 AM
this is a simple rain drops set-up (nothing fancy like ripple + particles).
i've used things on surface free plug-in by Michael Welters in the displacement channel.
i think that it can be animated as well, by animating the density value in the things-on-surface shader
click here for the shader (http://studiomoccoro.googlepages.com/rain-drops.c4d)


07-03-2008, 05:26 PM
this is a byzantine roof tiles shader. i've used lots of gradients in the displacement channel. this is not a finished material (i.e dirt & moss are missing and the tiles aren't individual). i consider it as a starting point for these kind of roof tiles.


link for the shader (http://studiomoccoro.googlepages.com/byzantine_roof_tiles.c4d)

12-18-2008, 02:25 PM
this is my contribution to the frenchcinema4d abventcalender 2008. (http://studiomoccoro.googlepages.com/frenchcinema4d-2008)
Merry Christmas & a Happy New Year!


12-19-2008, 01:31 PM

I really appreciate sharing these contents. The sofa material is really useful and the roof tile too. Thanks so much :)

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