![]() DAZ uses it on their included velvet and satin shaders. It can be harder to get a good look with this but it is worth going into for some items. This one takes the values of the diffuse weight and glossy weight and adjusts them relative to each other. It is not used by any of the shaders DAZ has included with the public beta content, but in my experiments it is useful in some specific cases (I prefer it to their chosen look for human corneas and sclera, for instance).ĭAZ's docs say this one is the closest to the way the 3Delight shader base was set up. Just changing from this to the previous type and back can change the look of your shader to something smoother and less metallic. It also exposes the specular glossy color. This shader model locks the glossy weight at a higher value and hides that slider. DAZ's shaders included with the public beta swing heavily toward use of this shader model, not only on metals but on glass and skin, so contrary to what you would expect, they seem to feel it is the best "general use" shader. This is the only one that exposes the Metallicity slider, which does more or less what you would expect - dial it in only on metals. This makes using shaders made for Iray very important when rendering to get the best look in Iray! It is possible to turn off the top two layers and not use their settings, but the ability to use them is a property this shader has that 3Delight did not. The Iray shader behaves as though it has three layers: The "base" layer, the "metallic flakes" layer on top of that, and the "top coat layer" on top of that. Choosing one of these will hide or gray out some options and reveal others. Let us begin with the different types of shaders from the "Base Mixing" dropdown at the top. This will continue to be more of a "plain talk" breakdown. You should read that if you want more information. ![]() I've updated and corrected this article based on DAZ's documentation. ![]()
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