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DAZ|Studio F.A.Q (Last Updated: 2024 Nov 09 6:27 pm)
Quote - > Quote -
So how do we set it up to take advantage of that?
Sorry, I don't udnerstand the question. Can you rephrase it?
Erm, not quite sure myself actually. Maybe KH can help explain. If not, forget I asked :)
Quote - I unzipped the mad scientist lab. Do I need to do something to it to use it in Studio? How do I get it in there?
It's an obj file, you need to import it in Studio as such. Use the 1unit = 1cm scale.
Cheers
Paolo
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Quote - > Quote - Okay.... here's the fully baked render of the truck I was workin on last night. Still need to tweak the settings for the tires; the chrome could all be a bit chrome-ier and my lighting sucks; but it all still gets the point across.
You went full black! Never go full black!
Was this a play on Tropic Thunder?
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Quote - SBT... never saw the movie so I don't know if it's a play on it or not.. the whole theme was inspired by my mother in law.. who likes trucks, the color pink, & tinkerbell.. and is named Joy.
Sorry, was referring to the 'never go full black' part. There's a line where one character says to another 'never go full retard!'
Not a great movie, but the line stuck out. Bet it's on youtube ;-0
Truck looks great by the way!
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Quote - > Quote - > Quote - > Quote - I would have but Paolo removed the reflection channel in the custom metals which took away the ability to achieve the subtle differences in the color tones of the metals.. Paolo, please add that back into the custom metals..... Please! Please! Please!
Sorry, can't do. The new metal2 material from Lux works as exposed by Reality. The old shinymetal material has been deprecated and will be on its way out at some point.
So how do we set it up to take advantage of that?
Badger the boy's/girls at Lux into adding it back in....... "J" you can step in here and let us know whats up with that..... Hint Hint
What on earth do you need shinymetal back for? Shinymetal sucks, it's a perfect reflector with a varnish coat on it.
Internally, the metal2 shader has 3 inputs: fresnel, uroughness, and vroughness. Fresnel is the one that determines what the metal's IOR curve looks like, which determines its appearance. You can use the fresnelname and fresnelcolor textures to feed datasets to it for either measured/preset data (fresnelname) or to make the metal appear a desired color (fresnelcolor). You can also use some other textures to define the surface with the sellmier equation and such, but its not terribly useful.
The other part, uroughness and vroughness, is how dull or shiny the material is. Reality should have some kind of roughness/shinyness/polish/whatever input that controls these (i have no idea if Paolo added anisotropic roughness support, but its there internally).
So the thing you are feeding here is the fresnel input, which you can certainly feed image textures into. Behind the scenes, the node chain would go: color imagemap > frenselcolor (kr input) > metal2 (fresnel input). Reality would set this up for you if you ask it to texture the surface color.
The main reason you'd want to do that though is for dyed metals, ex, anodized aluminum. Or sci-fi alloys, or real-world metals you lack an Nk file for. For clean metal, you'd want to leave it untextured and let the reflections do their thing. For dirty metal, you'd want to either texture the roughness or mix the metal2 material with something else (ex, matte or a dull glossy) to simulate the dirty parts.
Did that help?
Hi Jason.
Yes, Reality provides both the fresnelcolor texture and the anisotropic reflection, in the form of vertical and horizontal polish.
Cheers
Paolo
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Quote - > Quote - > Quote - > Quote - > Quote - I would have but Paolo removed the reflection channel in the custom metals which took away the ability to achieve the subtle differences in the color tones of the metals.. Paolo, please add that back into the custom metals..... Please! Please! Please!
Sorry, can't do. The new metal2 material from Lux works as exposed by Reality. The old shinymetal material has been deprecated and will be on its way out at some point.
So how do we set it up to take advantage of that?
Badger the boy's/girls at Lux into adding it back in....... "J" you can step in here and let us know whats up with that..... Hint Hint
What on earth do you need shinymetal back for? Shinymetal sucks, it's a perfect reflector with a varnish coat on it.
Internally, the metal2 shader has 3 inputs: fresnel, uroughness, and vroughness. Fresnel is the one that determines what the metal's IOR curve looks like, which determines its appearance. You can use the fresnelname and fresnelcolor textures to feed datasets to it for either measured/preset data (fresnelname) or to make the metal appear a desired color (fresnelcolor). You can also use some other textures to define the surface with the sellmier equation and such, but its not terribly useful.
The other part, uroughness and vroughness, is how dull or shiny the material is. Reality should have some kind of roughness/shinyness/polish/whatever input that controls these (i have no idea if Paolo added anisotropic roughness support, but its there internally).
So the thing you are feeding here is the fresnel input, which you can certainly feed image textures into. Behind the scenes, the node chain would go: color imagemap > frenselcolor (kr input) > metal2 (fresnel input). Reality would set this up for you if you ask it to texture the surface color.
The main reason you'd want to do that though is for dyed metals, ex, anodized aluminum. Or sci-fi alloys, or real-world metals you lack an Nk file for. For clean metal, you'd want to leave it untextured and let the reflections do their thing. For dirty metal, you'd want to either texture the roughness or mix the metal2 material with something else (ex, matte or a dull glossy) to simulate the dirty parts.
Did that help?
All I know is that with the old system of having the 2 color input channels I was able to create the subtle differences of lets say 10kt, 14kt and 24kt gold. This perhaps due to my lack of understanding the new system, I have been unable to accomplish.
The metals system in place now has many uses for certain metal types but for "shiny" polished metals I liked the old system better.
I have been asked several times to recreate those metal presets and have not been able to do so.
I believe it would be possible if the second color channel was added back in.
But polished metal is just that, a perfect reflective surface with a varnish coat. Maybe it's the varnish coat I'm missing. LOL
Quote - I believe it would be possible if the second color channel was added back in. But polished metal is just that, a perfect reflective surface with a varnish coat. Maybe it's the varnish coat I'm missing. LOL
That will be possible with Reality 3. There is a new "glossycoating" material in Lux 1.0 that does just that: add a glossy coat to any other material.
Cheers.
Paolo
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Quote - > Quote - I believe it would be possible if the second color channel was added back in. But polished metal is just that, a perfect reflective surface with a varnish coat. Maybe it's the varnish coat I'm missing. LOL
That will be possible with Reality 3. There is a new "glossycoating" material in Lux 1.0 that does just that: add a glossy coat to any other material.
Cheers.
Is that a color channel like with the old shinny metals or just a way to add more gloss?
KH, it is a glossy coat on top of another material. As far as I know you can apply any texture to it.
Paolo
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The
Reality Gallery: https://reality-plug-in.deviantart.com
Quote - KH, it is a glossy coat on top of another material. As far as I know you can apply any texture to it.
If that is just a defuse channel that I can change the color in it might work for what I am trying to accomplish. But I am thinking it won't.
It was like the glass settings are now. For glass you have Reflection and transmission color. The metals use to have this 2 color ability and it's the second color that is missing and needed for the results I am trying to achieve.
Quote - Krazyhorse, your hair looks amazing. Which hair is the RJH hair? I was going to look at the before and after. Your render is great too!
It's an old hair but still very nice....There is a Genesis version that I can't find, it may have only been included in the V5 bundle. The one I am using is for Genesis. The before looks good also but has baked in highlights.
http://www.daz3d.com/shop/radiant-jaguar-hair
Da da da da, da da da!
I've had such a crappy day (one of those 'I think I broke a box of mirrors' days) that when I came home to check this, I felt better.
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Quote - Nice render you just posted SBT!!
Thanks Bob! You beat my post!
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Quote - > Quote - The steampunk tag seems to get me a lot of hits on tumblr and deviantart, so I'm going to work with it a little longer.
Great textures, lighting, and ambience!
+1! Steampunk is uber hot/popular right now. Frankly, I like the art deco period, so I made up Punk Noir ;-)
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Attached Link: The other side of the universe
> Quote - Nice renders all!
Thanks just the same without the plane & zeppelin. I love comapring sets with 3Dlight this was rendered with LDP2 http://fav.me/d514d21
Quote - The steampunk tag seems to get me a lot of hits on tumblr and deviantart, so I'm going to work with it a little longer.
I am not a fan of Steam Punk and never saw a need/use for that outfit, but that is one great render, love the lighting and the mood!!
BTW anyone take advantage of the sales today?? All PAs at DAZ on sale 50% off, good time to get GenX if you don't have it. There was also a coupon for 30% off a one time purchase in my inbox for here that expires tomorrow, so I finally used it, no CGI purchases for awhile now, LOL.
Regards, Michael
Quote - > Quote - KH, it is a glossy coat on top of another material. As far as I know you can apply any texture to it.
If that is just a defuse channel that I can change the color in it might work for what I am trying to accomplish. But I am thinking it won't.
It was like the glass settings are now. For glass you have Reflection and transmission color. The metals use to have this 2 color ability and it's the second color that is missing and needed for the results I am trying to achieve.
And this second color defines what? There's no transmission with metals.
Shinymetal had two colors, base reflection (Kr) and coat reflection/IOR (Ks), and a roughness that only applied to the coat. For metal2, you have Kr and an overall roughness. Glossycoating then adds the varinish, with its own color/ior (Ks), and its own roughness.
Shinymetal is basically the same as mirror+glossycoating. Metal2 is kinda like mirror, but with its own roughness and the ability to use Nk datasets directly instead of getting them from a color. So metal2+glossycoating should be able to do everything shinymetal could do and more. (base roughness, absorption in the coating)
Quote - There you go KH, no excuse now :lol:
He does have one. Glossycoating is not availlable in Reality 2, it will be added in Reality 3.
Cheers.
Paolo
https://www.preta3d.com
FB: https://www.facebook.com/RealityPlugIn
Tw: @preta3d
G+:
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The
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Quote - > Quote - > Quote - KH, it is a glossy coat on top of another material. As far as I know you can apply any texture to it.
If that is just a defuse channel that I can change the color in it might work for what I am trying to accomplish. But I am thinking it won't.
It was like the glass settings are now. For glass you have Reflection and transmission color. The metals use to have this 2 color ability and it's the second color that is missing and needed for the results I am trying to achieve.
And this second color defines what? There's no transmission with metals.
Shinymetal had two colors, base reflection (Kr) and coat reflection/IOR (Ks), and a roughness that only applied to the coat. For metal2, you have Kr and an overall roughness. Glossycoating then adds the varinish, with its own color/ior (Ks), and its own roughness.
Shinymetal is basically the same as mirror+glossycoating. Metal2 is kinda like mirror, but with its own roughness and the ability to use Nk datasets directly instead of getting them from a color. So metal2+glossycoating should be able to do everything shinymetal could do and more. (base roughness, absorption in the coating)
Outstanding! Thanks for the info. Now all I have to do is wait for Paolo and 3.0.
Quote -
BTW anyone take advantage of the sales today?? All PAs at DAZ on sale 50% off, good time to get GenX if you don't have it. There was also a coupon for 30% off a one time purchase in my inbox for here that expires tomorrow, so I finally used it, no CGI purchases for awhile now, LOL.
Same here on the spending. Still trying to smooth over a case of ammunition with the wife, then you had to go and tell me that all the stuff I missed is back on sale.. Might as well prep my pillow and blanket for couch duty! Maybe my welding goggles too to block out the look of death!
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Alright Sharky, I finally pulled the trigger on Gen X. Off to read your thread ;-)
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Attached Link: Nother fringe render
Simce I face gen I dont really need gen x I am still fine with using 4th genGeneral question for the crew: What's the deal with autofit or even the transfer utility robbing morphs and adjustments from Gen4 clothes when going onto Genesis? Fine before, fit to Genesis, then they all go bye-bye...
Hope somebody has found a way around this so I'm not regretting yet another Daz purchase
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Quote - > Quote - There you go KH, no excuse now :lol:
He does have one. Glossycoating is not availlable in Reality 2, it will be added in Reality 3.
Cheers.
Seems I'm on the Mob's hitlist lately :)
Time to get rendering!
Quote - General question for the crew: What's the deal with autofit or even the transfer utility robbing morphs and adjustments from Gen4 clothes when going onto Genesis? Fine before, fit to Genesis, then they all go bye-bye...
Some autofit issues were fixed in the public beta build (.137).
Quote - Some autofit issues were fixed in the public beta build (.137).
Is this version still available without going to 4.5? I'm still running 4.0.3.47
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No, that is 4.5.0.137. We all have our reasons for sticking with older versions, but this build is good. Check the DAZ forum thread:
http://www.daz3d.com/forums/viewthread/7959/
Quote - > Quote - Some autofit issues were fixed in the public beta build (.137).
Is this version still available without going to 4.5? I'm still running 4.0.3.47
I'm with you, still on version 4 also. use the transfer utility instead of autofit, it keeps the morphs.
Regards, Michael
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Badger the boy's/girls at Lux into adding it back in....... "J" you can step in here and let us know whats up with that..... Hint Hint