DreamlandModels opened this issue on Apr 29, 2016 ยท 10 posts
DreamlandModels posted Fri, 29 April 2016 at 2:44 PM
Hi all,
As you might be aware I have developed the Movie Sets, City Block series.
I am now developing the series for Daz Studio and need to get some help with the Shader Mixer on one specific material.
It is the puddles material that Bagginsbill made for me. The new simplified one.
I have been working in the Shader Mixer and am very new to Daz. Still quite difficult for me to know which brick to use and the values and also where to wire them.
I would be happy to give anyone who can convert this poser material to a Daz 3Dlight material
and maybe even the Iray version for me, any product of your choosing in my store,
if the shader is complete and ready to use. The material zone I want is the intersection with
the manhole in this Poser render. The rest of the zones I can handle as the mapping is
different for the crosswalk and the other zones.The area of the planer mapping is 428 inches square.
I can give a link to the Puddles.mc5 is need be via site mail.
I would be most grateful if someone here can help me out!
Regards, Tom
Right click either image and choose view image to see full size or download to your computer.
cschell posted Sat, 30 April 2016 at 10:10 AM
I might be able to answer this for you but first I need to know something... The puddles are a separate material zone yes?
DreamlandModels posted Sat, 30 April 2016 at 12:16 PM
Hi CShell,
Yes that shader that you are looking at is a .mc5 or, a single material.
I spoke of the dimensions of that one material zone in case size was relevant to the shader.
Just to give an idea of how big the zone is.
Thanks for the reply. :-)
Here is the link to the other thread.
Tom
cschell posted Sat, 30 April 2016 at 1:25 PM
OK... I can help as far as getting it to work and have reflections like that in 3Delight... can't help you with anything Iray related as I don't use it (my system is a tad older and not up to snuff for the requirements).
To get the reflective surfaces in DS you'll want to go into the DAZ's Surfaces tab/window with that surface/mat zone selected. Set the specularity "Glossiness" to 100%, then go down to "Reflections" and set that at 100% as well... don't set a reflection map if you want it to use ray-traced reflections. You may also want to tinker with the colour settings for both reflections and diffuse... darker diffuse colours underneath the textures will provide higher and more noticeable reflections as will darker colours under the reflection... but it might take a little tinkering to get the specific effect you're after. Do some test renders until you get things adjusted to your liking...
Once you've got it working save out a DS materials preset and you're basically done...
RHaseltine posted Sat, 30 April 2016 at 4:25 PM
In using the DAZ Default Shader, which I think is what you are looking at, Glossiness 100% pretty much kills specularity (ir means the surface is absolutely smooth, so the reflection of a point light source will be a point). In any event, I think it's the whole centre of the intersection judging by the material in the Poser Material Room and it needs noise for the asphalt look as well as the reflections in the water.
cschell posted Sat, 30 April 2016 at 8:10 PM
RHaseltine posted at 9:09PM Sat, 30 April 2016 - #4267502
In using the DAZ Default Shader, which I think is what you are looking at, Glossiness 100% pretty much kills specularity (ir means the surface is absolutely smooth, so the reflection of a point light source will be a point). In any event, I think it's the whole centre of the intersection judging by the material in the Poser Material Room and it needs noise for the asphalt look as well as the reflections in the water.
Only if you don't have the reflections set up... the "Glossiness" setting is what determines how glossy (aka reflective) the surface is... the "reflections" settings tell it how strong the reflections will be and how visible they will show as... Yes without setting up reflections the surface will have almost no shine... but that's because it's expecting reflections to be set as well...
Bump mapping or modeled ripples add texture to the water surface... and the asphalt would need separate bump or normal maps as well...
Turning down "Specularity Strength" rather than "Glossiness" is what removes the effect of specularity...
cschell posted Sat, 30 April 2016 at 8:33 PM
If I understood his reply correctly the puddles were a separate material from the asphalt so the instructions I was giving were with that being the case... (sorry about the double post... it wouldn't let me edit my last one)...
Bejaymac posted Sun, 01 May 2016 at 7:22 AM
What the OP has is a layered shader that uses procedural nodes to create the puddles, not something you can do by farting about in the surfaces tab or using LIE as you would need textures for that.
Most of the nodes in that pic of the Material room either work differently in the SM or don't exist, so while it should be possible to create the effect it wont look the same as you see in Poser.
cschell posted Sun, 01 May 2016 at 12:32 PM
If that's the case then no, my instructions won't work... was why I had asked if the puddles specifically were a separate material zone...I do apologize if I misunderstood the response...
DarwinsMishap posted Sat, 21 May 2016 at 10:21 AM
I've gone through as much as I could, as have a few others I've spoken too and so far we've not been able to come up with a shader system that would work the same as yours for Poser. I'll keep trying, but you may want to consider a geometry shell or actual planes for those puddles, man. I'm sorry I couldn't be more help.