Rendering 3D Coat PBR Materials

Hi,

I was wondering if anyone uses 3D Coat?  I've been trying out 3D Coat's new PBR smart materials, and I'm wondering what's the best way of rendering them in DAZ Studio using 3Delight (I'm not quite ready for IRay as yet).

I tried a simple example (see first image).   I exported the object using 3D Coat's 'Gloss/Color Specular' setting, and I get a number of maps (color, gloss, specular, nmap, etc.).  I know most of the channels where these maps plug into, but not all.  There's an ambient occlusion map, an emissive map, and an emissive intensity map - where do these go in 3Delight?

Now, ignoring those previous 3 maps I spoke of, the result I get if I choose 3Delight's 'Glossy (Plastic)' lighting model looks not too bad (see 2nd image).   But if I choose either the 'Metallic' or 'Glossy (Metallic)' lighting model then the object just looks black.  I'm happy to use 'Glossy (Plastic)' but is there something I'm doing wrong for the other lighting models?

shot1.png
425 x 560 - 278K
shot2.png
396 x 511 - 247K

Comments

  • JimmyC_2009JimmyC_2009 Posts: 8,891

    PBR stands for Physically Based Rendering, and that applies to IRay but NOT 3Delight I'm afraid.   3Delight also does not do emissive materials.

  • uberArea is an emissive shader for 3Delight.

    But yes, you are not going to get an easy transition from PBR to 3Delight - some jiggling and possibly even some modification of maps is going to be needed. I have seen discussions of this in rspect to bringing Substance maps into non-PBR engines, so searching for PBR and 3Delight or even PBR and Renderman may turn up some useful advice.

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