What is a Shader? One Iray tutorial suggests applying the Iray Uber Base to all items in a scene. What exactly does that do? Make them emitters? Just curious. And once you apply a Shader, how do you un-apply it if the effects isn't what you want? It's not like these Shaders are listed in the Scene Contents panel.
What is a Shader? One Iray tutorial suggests applying the Iray Uber Base to all items in a scene. What exactly does that do? Make them emitters? Just curious. And once you apply a Shader, how do you un-apply it if the effects isn't what you want? It's not like these Shaders are listed in the Scene Contents panel.
A shader, in its most basic definition is what defines a light, material, displacement or volume to the renderer. In Iray terms, it's mostly restricted to material. By applying the Iray Uber Base, you are telling Iray that all these items' materials are configured for rendering in Iray. That means it will know that a color in a diffuse channel should be 'painted' on this particular item, at this strength and what the basic properties of that surface are.
For the Iray Base...you don't really want to remove it, if you are still rendering in Iray...it doesn't really do anything but convert everything to Iray's 'format'. The various presets...those will change things.
The easiest way, in general to change something...reapply the 'default' materials or apply another shader. In DS terms, most of what are called shaders are really presets for a few shaders...so changing them isn't THAT big of a deal.
Thanks for the explanation. It's great to actually learn the underpinnings of what's going on as opposed to just pushing buttons without really knowing what they do. I'm somewhat surprise Iray needs to have this base material as I thought as a render engine it was designed to calculate scattered light across all surfaces.
Thanks for the explanation. It's great to actually learn the underpinnings of what's going on as opposed to just pushing buttons without really knowing what they do. I'm somewhat surprise Iray needs to have this base material as I thought as a render engine it was designed to calculate scattered light across all surfaces.
Except it needs to know what those surfaces are...without the base shader, it could be rendering anything...and more often than not, it's not what you want it to be. The base defines what any particular surface is supposed to be...
Comments
Make sure you have both the object selected in the Scene pane and the material zone(s) selected in the Surfaces pane.
What is a Shader? One Iray tutorial suggests applying the Iray Uber Base to all items in a scene. What exactly does that do? Make them emitters? Just curious. And once you apply a Shader, how do you un-apply it if the effects isn't what you want? It's not like these Shaders are listed in the Scene Contents panel.
A shader, in its most basic definition is what defines a light, material, displacement or volume to the renderer. In Iray terms, it's mostly restricted to material. By applying the Iray Uber Base, you are telling Iray that all these items' materials are configured for rendering in Iray. That means it will know that a color in a diffuse channel should be 'painted' on this particular item, at this strength and what the basic properties of that surface are.
For the Iray Base...you don't really want to remove it, if you are still rendering in Iray...it doesn't really do anything but convert everything to Iray's 'format'. The various presets...those will change things.
The easiest way, in general to change something...reapply the 'default' materials or apply another shader. In DS terms, most of what are called shaders are really presets for a few shaders...so changing them isn't THAT big of a deal.
Thanks for the explanation. It's great to actually learn the underpinnings of what's going on as opposed to just pushing buttons without really knowing what they do. I'm somewhat surprise Iray needs to have this base material as I thought as a render engine it was designed to calculate scattered light across all surfaces.
Except it needs to know what those surfaces are...without the base shader, it could be rendering anything...and more often than not, it's not what you want it to be. The base defines what any particular surface is supposed to be...