Afrodite-Ohki opened this issue on Mar 31, 2023 ยท 2038 posts
DCArt posted Mon, 01 May 2023 at 3:56 PM
vopehov506 posted at 1:23 PM Mon, 1 May 2023 - #4463946
That is incredible! A dilettante's opinion on bright shiny instruments, if I may. Another reason to dull them down a little bit is that our eyes are attracted to brightness, if the background is too bright, it might pull the viewer's eye away from the foreground. Which can be good if that is the intent, but a distraction otherwise. That is one incredible image! Clearly, they didn't nail down its feet nearly well enough, because it got loose.This is the point when the power shows it's effects, Slowly getting a hang of it ! But still allot that could be done better .....
Cycles/SuperFly and iRay are both physically-based renderers that work best with "Metallic-Roughness" PBR workflow, instead of specular/reflection and gloss like FireFly does. Totally different methods of rendering and material creation. Physical Surface and Cycles with Principled BSDF nodes are fully compatible with metal-rough PBR workflow and therefore recommended over PoserSurface if you want to do real PBR type stuff.
For metal, a setting of 0 (or pure black) will not be metallic at all. A setting of 1 (or pure white) will be fully metallic.
Ah, but there is more. What do you do if you want, say, brushed aluminum that has a scratchy surrface?
That's where roughness comes in. With a roughness map, 0 (or pure black) will be very glossy. 1 (or pure white) will be very "rough" and dry looking. Halfway (50% gray) will be somewhat satiny.
So ... you paint your brushed/damaged surface in a ROUGHNESS map (or the roughness channel of a procedural shader). The lighter the texture, the more "unshiny" it will be.
Here's a pretty decent example of an aged stainless steel material using metal-rough workflow. It has the "dirt" in the albedo (color) map, but then adds a roughness map for the "damage"
https://freepbr.com/materials/used-stainless-steel2/