Chrome metal questions and advice needed
I am working on a 3d model and most of the model requires a chrome metal texture I will be using Daz studio for the rendering, but the modelling is done in blender.
The important parts that require the chrome look are round tubes making up a sub frame.
I have these uv-unwrapped, but unsure if this step was needed could some one advise?
Currently I am using a texture to help define these areas of the model again I am unsure if this is required or even needed.
What I do not understand is how to provide a good looking chrome before you render is this something that should be considered. For example with the model in the scene with the default lighting of Daz?
I found a chrome_metal.LBM2 on share cg, but do not know how to import and use this could someone advise me on how to do this please.
I very much thank you for your time and help to me in this.
Comments
I can't find the one you refer too, can you give a link?
This one should work OK - http://www.sharecg.com/v/27568/material-and-shader/Ultimate-Shader-Pack-for-DAZ-Studio?interstitial_displayed=Yes
You would really want to use a shader for your chrome surfaces, but you wont see it in the viewport, you need to render first.
DZFire's Real Metals Tutorial explains reflective surfaces in DAZStudio and provides dial-spin recipes, including one for chrome. (You can find the old forum topic on this here, when it's up.) He later worked this data up into an easy-to-use product here.
And yes, you do need to UV unwrap them, or the reflections (especially if using a reflection map) won't work properly.
Well... no. Yes, he should have UV's, but reflection mapping does not use UV coordinates. Reflection INTENSITY maps do, so you can have 'painted on' areas that aren't as reflective as the chrome around them, but neither raytraced reflections or environment map reflections need UV's to proccess.
Well... no. Yes, he should have UV's, but reflection mapping does not use UV coordinates. Reflection INTENSITY maps do, so you can have 'painted on' areas that aren't as reflective as the chrome around them, but neither raytraced reflections or environment map reflections need UV's to proccess.
Yeah...must have been thinking of something else...just did a bunch of quick renders and you are right.
UV mapping would be important, however, if he (or someone else) wanted to use a "brushed metal" type shader which implements anisotropic specular effects. So even though it might not be "required" for pure reflections / chrome, it would make the item more useful in the long run to make the extra effort.
Thank you all so much for your very kind help.
I will need some time to take a look at the pdf files and the shader files.
Duh...I had a brushed metal shader on the item...I'm blaming it on my kids...yeah...that's it...insanity is hereditary, you get it from your kids. (I was trying to get reflections working right on an item I was making and they wouldn't until it was UV mapped.)
Hello friends,
I was able to import and use this http://www.sharecg.com/v/27568/material-and-shader/Ultimate-Shader-Pack-for-DAZ-Studio?interstitial_displayed=Yes and apply it to areas of the model.
Thank you so much for these!!
Renders attached:
I need help on improving my Daz studio render if you would be kind enough