Car paint gloss

HorusRaHorusRa Posts: 1,664
edited March 2019 in New Users

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Post edited by HorusRa on
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  • KhoryKhory Posts: 3,854
    edited December 1969

    Rendering in Iray or 3dl? If it is Iray apply the Uber Iray shader then increase the top coat to 1. In 3dl you would need to increase reflection.

  • HorusRaHorusRa Posts: 1,664
    edited March 2019

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  • KhoryKhory Posts: 3,854
    edited December 1969

    Is the car in a scene with plenty to reflect and so forth? If not it will not get good reflection.

  • HorusRaHorusRa Posts: 1,664
    edited March 2019

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  • HorusRaHorusRa Posts: 1,664
    edited March 2019

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  • HorusRaHorusRa Posts: 1,664
    edited March 2019

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  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    Open the Surfaces tab, select the body color...and show a screen shot of the surface settings.

  • KhoryKhory Posts: 3,854
    edited December 1969

    I would see how the two paints are different myself. If you can (depends on how it is set up) select the black paint on the black car and save it out as a shader preset. The apply it to the red car and change the diffuse back to red. See if that sorts it out.

  • HorusRaHorusRa Posts: 1,664
    edited March 2019

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  • KhoryKhory Posts: 3,854
    edited December 1969

    My guess is that the things going wrong are procedural materials rather than texture based ones. If you look around there will be shaders for things like chrome and so forth that are going wonky on you. And of course there are quite a few Iray shaders to put on it when you get to that point. Other than the surfaces the car should function properly.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    For 3Delight there are several shaders you can use...

    These are presets for the default Studio shaders.

    This set has some nice metals (not pbr or anything, but nice), including some nice chrome.
    http://www.renderosity.com/mod/freestuff/?item_id=66943

    And this set has some really nice glass presets (again not physically accurate, but good)

    http://morganrlewis.deviantart.com/art/Glass-Shader-Presets-for-Daz-Studio-86711865
    http://morganrlewis.deviantart.com/art/Refract-o-pack-Glass-Shader-Presets-for-Daz-Studio-403701099

    Finally this set has a bunch of nice glossy presets...

    http://www.sharecg.com/v/31573/Material-and-Shader/Super-Shine-Shader
    http://www.sharecg.com/v/31574/gallery/7/Material-and-Shader/Super-Shine-TopCoat

    This set is for the omnifreaker shaders included in Studio.

    And for cars and stuff, specifically, there is this set...
    http://decanandersen.deviantart.com/art/Free-DAZ-Shaders-Decan-s-Paint-Shop-397847722

  • HorusRaHorusRa Posts: 1,664
    edited March 2019

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    edited March 2019

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  • KhoryKhory Posts: 3,854
    edited December 1969

    I noticed also in the original product image *and* in the package itself there are materials for putting large white striped down the hood, these don’t work.

    This is a total guess, but it might be possible to add the stripes via the LIE. You would click the image box next to diffuse and the from the list select the LIE. You locate the (what I hope is a png) image then just put it on top of the main diffuse.

  • The Blurst of TimesThe Blurst of Times Posts: 2,410
    edited June 2015

    horus3523 said:
    I did see some of the nice iray shaders that comes with 4.8. I will check them out once I get just a bit more better with understanding lighting with iray. Yeah, I think the car can be fixed and its not a bad model at all. I'd give the link but don't want to take a chance of violating any forum rules but it can be found at Rendo, search : "2005 Mustang"
    Thanks for the help. :-)

    The Iray shaders do a lot of good. The more you learn, the more tricks you can do with them. Experimenting with the shaders, even on primitive objects, is time well spent.

    I'd also note that they are shaders, and not necessarily 100% texture replacers. Yes, you could retexture a car with the shaders without much worry, but you may not want to.

    If there is an image map in the Diffuse channel, for instance, the shader doesn't have to overwrite it. This is especially interesting for something like Shelby-style racing stripes. Of course, the white in the stripe might not benefit from the metal flake in some of the Iray car paint shaders, but the pearl white wouldn't necessarily interfere with a red color in a Diffuse map.

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  • KhoryKhory Posts: 3,854
    edited December 1969

    I'm pretty sure you can stick the diffuse texture map in the color channel for the flakes. Also, something to keep in mind is that the flake scale can be dead on or waaayyy off depending on how the item was mapped out.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    It's a Dreamland car...so, yeah, those presets will work nicely on it. But if you want to Shelby-ize it, you'll need to make a texture set for it.

    Dreamland cars are usually pretty nice, but never have Studio materials.

  • HorusRaHorusRa Posts: 1,664
    edited March 2019

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    edited March 2019

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  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    It's not their fault...

    DAZ has changed the 'official' folders these things go in...many times over the past few years.

    The current one is Shader Presets...so just put them all in there. There is nothing preventing you from adding the 'missing' folders...but doing that will clutter things up, quickly.

  • HorusRaHorusRa Posts: 1,664
    edited March 2019

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  • KhoryKhory Posts: 3,854
    edited December 1969

    By definition a shader is the code that tells the program what the surface can look like. A preset takes an already created shader and has pre set values for the settings of the shader. That said most shaders you will see in studio already have settings in them.Most people have a really hard time keeping them seperate and I think DAZ figured that it would be less mess to just put them together.

  • HorusRaHorusRa Posts: 1,664
    edited March 2019

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    edited March 2019

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  • HorusRaHorusRa Posts: 1,664
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  • KhoryKhory Posts: 3,854
    edited December 1969

    Looks good! Glad your getting it all sorted.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    horus3523 said:
    ewwww, theres another one. Morgan Lewis named *both* of his shader packs "glass." No instructions in the second pack on how to deal with that, so left to me: I merge them and hope that's right. =P Vague instructions or no instructions, only thing he says is u need the first one for the second and I believe that was on the website. =P

    That's because the second one is just an expansion for the first one...and doesn't overwrite anything in it. They'll all fit together in the same Glass folder and work as if it was one pack from the start.

  • HorusRaHorusRa Posts: 1,664
    edited March 2019

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