Color Question of Clothing

DekeDeke Posts: 1,632
edited December 1969 in New Users

I have loaded a jacket onto my Genesis character, working in Daz. The jacket is black to begin with. I adjust the colors to turn it red, but the red only shows when it renders. It is still black in the main window. Is there a reason for the color difference? Is there a way to change the color to read in the preview window?

And while I'm at it…What exactly are Diffuse, Specular, Ambient, Reflection and Refraction colors? Thanks.

Comments

  • SpottedKittySpottedKitty Posts: 7,232
    edited December 1969

    Which jacket? What you see in the Viewport is a cut-down version of the full capabilities of your computer's graphics card, and ignores some surface settings — especially if the jacket uses a non-default surface shader (e.g. UberSurface or Sub Surface Scattering), it's not unusual for the basic colour of an object not to show up until you render.

    Do you have the latest update to D|S4.7? (I don't have it installed yet.) There is a new auxilliary viewport that gives a better preview of your scene, that might let you see the colours better.

    The parameters:-

    Diffuse: the basic colour of the object. You can use this to apply a simple colour, or to apply a texture image to the object.

    Specular: the shininess of the object. It's a complicated subject, but this group of parameters (Specular and Glossiness) controls whether you see light highlights bouncing from your scene light sources directy into the camera.

    Ambient: usually used to fake light-emitting surfaces. Set the Ambient Color and turn up Ambient Strength, and the object will seem to glow (but the "glow" won't illuminate other objects).

    Reflection: usually you'll want a reflection to be in the same colours as the original object, playing around with Reflection Color lets you tint the reflection.

    Refraction: the same as reflection, except for transparent/translucent objects. Note that if you use this, you must give the Index Of Refraction parameter a sensible value; this controls how much refraction there is, and it really should match actual physical values (which are different depending on the material, e.g. water, different kinds of glass, jewels, rock crystal).

Sign In or Register to comment.