Shiny Car Paint Problems
Hi I need a Simpler Tutorial on how to Paint my Model to be Shiny and Reflective without bogging me down in Scientific Details that completely Lose me.
I am using DAZ Studio Pro 4.6, 64bit with Luxus.
I have been trying to use an assortment of different preset Shaders that I just can't seem to get to work.
"Advanced Metal Shaders", "AoA Metalized Glass", "Eva1's Metalize", and "Decan's Paint Shop". Also I have been experimenting with "Luxus Meterials" "Metal2" and "Shinymetal".
Obviously these Presets are not just click and render. There seems to be quite a lot of tweeking to get them to work..
I have tried to create an environment sphere, environment Plane to reflect, Luxuz Projection Light, Luxus infinite light with HDRI environment map, and Luxus sun/sky2 light.
There is just a Landslide of Variables that need to be considered and I am getting a headache from them.
Specially when working on Blacks and Whites.
I have been researching the problem over a week now and all explanations want to bog me down in Scientific reasoning. Which 75% of I have no clue on what they are talking about and 50% of it has no bearing on what I am doing anyways.
The good tutorials that I have found where for other programs such as Carrara or Bryce.
I would very much appreciate someone to point me towards some very easy to understand Tutorials. Or simple Step 1 do this step 2 do this type of tutorial FOR DAZ Studio please.
Thanks in advance
Comments
Are you rendering in DAZ Studio, using 3Delight, LuxRender via Luxus or Reality, or are you using the review render modes in DS? 3Delight shaders such as Advanced Metal Shaders and AoA Metalized Glass won't do any good in LuxRender (or the preview render) while shaders made for Luxus won't help using 3Delight. Also, what are you trying to get - reflections of surrounding objects or just "specular highlights" - bright spots from the lights?
Thanks Richard.
I am using LuxRender via Luxus.
ok that's a start I did not know that Advanced Metal Shaders and AoA Metalized Glass did not work in Luxus. that probably means that Decan's Paintshop and Eva1's Metalize does not work in Luxus ether .
I thought Luxus translated all DAZ shaders into LuxRender Shaders.
I know you have seen some of the beautiful renders of cars with their shiny paint jobs. This is what I am attempting to do also (Except on a Spacecraft). I am not sure but I am assuming its just shiny highlights (did not know that the shiny highlights come from the Specular color or strength) Although as I failed to get what I desired 1 way I did attempt to try Reflections and also failed at that.
For the Attempts at the Luxus Material: Metal2 and Shinymetal just gives me Black texture with no shine at all... Pushing the U and V Roughness into the Negitive (I am assuming this is smoothing ) will start to give me a shine, But I see no way to add color and if I use the texture maps to create color and the riveted patches on the metal I start losing that smoothing again.
In the first image I have a simple Distant Light (pointed in same direction as camera) with no changes to texture at all and the 2 surfaces we want to work on is "Panelling_a" (The white area) and "Panelling_dark" (the Darker edges and vent area).
In the second image I have just changed the "Panelling_a" to a Luxus "Metal2" Material. Using Metal2 Preset Fresnel File
Notice I lose the texture on "Panelling_a" and it just turns black. and now "Panelling_dark" keeps its texture but now has turned Grey.
In the third image I have pushed the Metal2-Roughness U and V into the negative by changing it from 0.00010 to a -0.500. This has lightened it to the point where it can be conceived as being white, with a slight bit of shine showing on the edges.(not sure I can accualy make it white and retain any shine. That is 1 of the reasons I started thinking I need reflections.)
Also notice as "Panelling_a" becomes lighter, "Panelling_dark" gets Darker.
In the forth image I have placed the Specular Map into the U and V Roughness to get the texture back onto the "Panelling_a"
This seems to get it as close as I can and show some Shine, however its a long ways from what I desire.
On the last image I have done the same to the "Panelling_dark" surface with the Rouhness U and V set to -0.020.
Black seems to be a lot easier to make shiny, however it has done something to the "Panelling_a" and I have a lot of fireflies or speckling going on and its hard to control.
Some things I have tried .. like the angle of that distant light to try and create more highlighted areas.
Multiple distant lights and the different types of LuxRender Lights.
Sky2 will totally make it reflective and then I have to try and start toning that down. with little to no avail.
I'm no expert on using LuxRender (I don't even have it installed right now) but you need to bear in mind that the photos showing beautiful gloss on cars are very carefully lit with, I think, lots of spots to give multiple highlights. They are also, of course, in an environment and therefore have something to reflect. A single light, especially a distant light, in an empty scene probably isn't going to show the effect off however good the basic material settings are.
The U and V roughness settings are, I would expect, to control anisotropy - the spread out highlights you get on brushed metal and the like - so I wouldn't think they'd be entirely appropriate for a car paint-like finish.
Well being this is a spacecraft and would not normally have buildings, trees, mountains or the like around it very close, the reflected environment will need to come from something else and probably far away from it. Unless the spacecraft is shaped in such a fashion
that it reflects itself back on itself.
Now I have read about Environmental Maps and I found an HDRI Environmental map of the Milkyway in which I was hoping would fix my problem. However I have not been successful in getting it to work. I tried it on a Dome and in the Luxus-LuxRender Light "Infinite Light".
With No avail.
What I believe is happening here is I may get part of this equation correct while I am messing up other variables.
What I need is a step by step setup tutorial.
If I can get 1 successful Render that actually works. I can then build my knowledge upon it.
But as it is right now , I am groping in the Dark with Trail and Error and not getting any Success.
I did love the Tutorial "Luxus for Beginners Guide" by DigiSprawl. However its a very basic explanation on how Luxus works and they claim that Luxus will translate DAZ Studio Materials and Shaders into LuxRender Materials and Shaders. However you claim DAZ Studio Shaders do not work in LuxRender. Of course they also said that Metals and Glass are the most simple of the materials to learn and I seem to be having a problem wrapping my head around it here.
But I am stubborn and I will learn how to get this done.
Did you render these images above indside DAZ Studio? Or did you use the LuxRender GUI?
If you have installed Luxus correctly, you will find premade LuxRender Shaders in the folder: \Shader Presets\SphericLabs\Luxus\
To understand those shaders, you should take a look at the LuxRender Wiki: http://www.luxrender.net/wiki/LuxRender_Materials
I guess something like this is what you are interested in: http://www.luxrender.net/wiki/LuxRender_Materials_CarPaint
How good or bad the DAZ Studio Shaders are translated over to LuxRender depends on their complexity.
Simple shaders will be translated very well, while you get unpredictable results on AOAs Metalized GlasShaders. You can´t expect the same results you wil get inside DAZ Studio with 3Delight.
Destinys Garden has made some Shaders optimized for Luxus and Inane Glorys Lamps have included Luxus optimized Shaders:
http://www.daz3d.com/catalogsearch/result/?q=luxus
Blubird3d has made a very good Basic Tutorial: http://www.daz3d.com/luxus-pro-training
But the Milky Way reflecting on a Space Ship is a bit more advanced and will not be covered in that Basic Tutorial. ;-)
Images you can apply to the Infinte Light have to be very High Resolution Images (.hdr or .exr). => http://www.luxrender.net/wiki/LuxRender_Lighting#Infinite_.28Environment_Maps.29
Very good results on the Infinite Light you can get with images like this: http://www.hdrlabs.com/sibl/archive.html
Note that the Luxus shader presets include a Car Paint material. It's preset for red, but all you need to do is dig into the Surfaces pane after you apply it and experiment with the settings until you have the colour you want. The LuxRender-specific parameters are at the bottom of the Surfaces pane listing.
One not-so-small gotcha — there are extra Specular colours in there, and you might need to play around a bit to get equivalent settings if you change the main paint colour. I'm fairly sure a colour wheel would help here... and I wish (once again) that D|S had one. :smirk:
FWIW, here's what the default red paint looks like, applied to a sphere with just the sample Area Lights and no actual environment; it would probably look a lot better with proper lighting and a proper scene to reflect in it. I only let the render run for a few minutes, so it will still look a bit grainy.
Hi MN-150374, and thank you for your information.
I did find those Luxus Shaders. And I thought I had collected them all....LOL Thank you.
I have bookmarked those LuxRender Wiki References you posted and will start experimenting with the new found Luxus Shaders.
I believe you may be correct in assuming that what I want will be found with the Car Paint.
Yesterday I purchased the "Luxus Pro Training" and the "3D Light Master" for a combined cost of $71.90. OUCH!
As you said the "Luxus Pro Training" was more Basic than Pro. I was hoping she was going to dig into the Luxus Material Editor. However she glazed over it and spent the majority of the Training in DAZ's 3Delight and discussing Uberlights and Uber environments and changing them to LuxRender Lights and Render settings. Very informative but nothing I needed.
"3D Light Master" was a Joy. Very Simple to understand. Very in depth. Fantastic Work Flow philosophy (which I will adopt). A great Refresher course for any level of artist. There is much to learn in this Tutorial.
However it doesn't have anything about Luxus or LuxRender or Reflections. It did hit on Highlights though and has given me some ideas for some experiments.
I have a subscription to sIBL. That is where I got the Milkyway HDRI
The strange thing is, I have produced Renders in LuxRender via Luxus, with great results before.
http://fav.me/d84n1fm
I am wondering if the problem is the Black and white of this ship and that I need to handle Black and white differently then a colored texture.
Nice Spottedkitty,
One of the things that was brought to my attention in "3D Light Master" Tutorial, That I did not think about. When you set up a Spotlight and go to its Parameters "Light" there is a "Illumination" switch. I always assumed it was a ON/Off switch. However there are more choices then just Off and ON. There is also "Diffuse Only" and "Specular Only". In my next set of experiments I will test the "Specular Only settings so I may see where those Highlights will fall and if needed I will add more. Hopefully this may head me in the right direction.
Note that you shouldn't set all your lights in the scene to Specular Only, you should keep at least your main scene light set to normal, whether or not its shadows are on.
Your Star Ship render looks pretty cool! :)
Dreamlights Store goes periodicly on sale. Keep your eyes open the next 30 days. Maybe you are lucky and you can use the DAZ price guarantee if possible.
Attached is one of my material tests I did a while ago with the Luxball Scene.
=> http://www.luxrender.net/forum/viewtopic.php?f=13&t=5527&p=94439&hilit=luxball#p94439
Applied to all surfaces is the Glass2 - Blue Glass Preset. Except for the text and logo. There I´ve used a Matte Material with Light Parameters. And an infinite light was added with the Ice Lake Image from HDRLabs sIBL archive.
The scene is rendered to 9 KS/P and it would need some more
Second render is only lit by the infinite light. Third render is lit only by the mesh lights included in the scene. Last one is with the mesh lights and text/logo light enabled.
Now I have started this scene again, this time the carpaint preset is applied to the outer ball. Lets see how this will turn out? I will post the result when it is finished.
In the Fiery Genesis Scene they made use of some lights with specular only settings. Maybe a good example how it can be done.
The Fiery Genesis Scene comes with the Genesis Starter Essentials and is located in the folder MyLibrary/DAZ Studio Tutorials.
Like promised here are the results of the carpaint preset applied to the outer ball.
Please keep in mind, that it is just the preset applied. I have not played around with the settings.
This needs some further experimentation, why it differs so much from the images in the Luxrender Wiki.
But actually I should have known, because this was mentioned in the Luxus Discussion before.
=> http://www.daz3d.com/forums/discussion/18543/P930/#285528
So I tried the solution offerd in the Luxus Discussion Thread and created a Geometry Shell on the Outer Ball and applied the Glass2 Blue Glass Preset to it. Rest of the scene is still the same.
This looks way better. :)
Wow MN-150374
This is exactly what I am wanting to learn.
I downloaded the "DSONLuxball6", that you pointed me to. I hope this gives me the tools that I need to learn this.
Now comes the moment where I show you just how much of a dummy I am.
1. I load the Full scene into DAZ Studio and set my Render settings to Luxrender Via Luxus.
2. Click Render and I just get the Grey scale version of the Image.
Ok this means I will need to follow your instructions to add The Glass2 Blue preset to all surfaces.
I add the Glass2-Blue Glass Shader by selecting each Item in my Scene tab and then selecting its surface in Surface tab and Double clicking the Glass2-Blue Glass Shader Preset.
Then I select the Luxball_stand_text in my Scene tab and then select its Surface in the Surface tab. Then from Options menu I select Luxus-LuxRender Material, Choose the Material Type: matte and place a checkmark in Light Parameters:
Then I Create a distant Light, Select that Distant Light in my Scene tab and then Go to Parameters tab and from the Options tab choose Luxus-LuxRender Light and then choose the infinite light type. Then I go to Parameters tab LuxRender Light > Infinite > LuxRender Infinite Light-Environment Map and I place the Ice_Lake_HiRes_TMap.jpg.
And here is the Render results:
As you can see I need an in depth step by step tutorial that does not leave anything out and does not Iassume that I already know things so they can skip some explanations such as: I have no clue what "The scene is rendered to 9 KS/P and it would need some more" Means.
OK Normally I just Render through Luxus via LuxRender. and don't see LuxRenders GUI.
This Time I opened the LuxRender GUI.
I do see S/p and kS/s and MC/s , however no KS/P. (and have no idea what they stand for)
However I am assuming you are referring to Rendering time with LuxRender.
Look at the bit in the LuxRender Wiki about the GUI, that explains almost everything you need.
(Except "MC/s" I'm not sure about that one myself.)
ok after looking at the Wiki it still does not explain KS/P unless the K stands for 1000s of Samples Per Pixel.
But basically the Status Bar represents the status of the render at the time ?
And I assume I can manipulate this through Render Settings.
I want to Thank everyone for their Patience with me.
I often do go to the LuxRender Wiki and attempt to understand what they are explaining to me. However I have had no experience in Photography, and Their terminology is foreign to me.
I am just an artist and most of my results come from trail and error. But sometimes that trail and error can have me pulling my hair out.
So I thank each and everyone of you for your patience with me.
Yes, the samples per pixel is the "image quality" measure of LuxRender, and since a rendering run is essentially neverending, you just hit "stop" and save an image when it looks good enough. It varies depending on the light setup and exactly what sort of materials are used in the scene, but I generally don't even consider stopping until the S/p is into the high hundreds, or a thousand or two. If the image imperfections haven't cleared by this time, there's usually something about the lighting or materials that needs fixing before I try again.
And yes, this can take a very long time — overnight renders are not unusual, and the longest test run I've done so far was about two days.
Yes this is my experience also.
I never even watch the Status bar. Normally in just a few minutes I can start to recognize Imperfections and will attempt corrections.
If everything is looking good I can start to really see the great work of LuxRender in a few minutes and then will make final adjustments such as enlarging the image and resolution and allow it to run 8 to 10 hours.
Normally I do not worry about Render settings. LuxRender Default setting usually work pretty good. On occasion I will read a Blog where the author claims to get better results with their Settings and I will attempt those settings. Sometimes with disastrous results. I came to the conclusion not to change things that I have no idea what they do.
AS for the Rendering Settings I can change from 3Delight to LuxRender via Luxus. I can even choose to use LuxRenders GUI or not.
I also can turn on Pre Multiply Alpha so that I have an alphia channel for my Background. I do this because sometimes I use more Models in my scene then my computer can handle in one Render, so I render them one at a time and bring them into Photoshop in Layers.
Completing a Picture takes me weeks and sometimes Months.
I am a hobbyist not a Professional. So I have no deadlines.
There is not much to add, agree with everything what Spotted Kitty told you.
9 KS/P means 9000 S/P, the status bar counts to 999,99 S/P and than switches over to 1,00 KS/P.
100 S/P means each pixel is calculated 100 times. How long this takes in minutes or hours depends on your hardware.
Most people refer to the S/P number because it is independent to the hardware used to finish this render.
The Glass2 is a highly reflective material with an volume included. This would also take much longer to render in 3Delight.
Even if I don´t know how to set up a similar material in 3Delight. The Ubervolume and reflective surfaces extend render times sometimes to the intolerable.
If you did your test with the Luxball Scene inside DAZ Studio without the LuxRender GUI? Then this is a good start. ;-)
Because most things I have adjusted inside the Luxrender GUI. The power of LuxRender is in the live adjustments you can make in the GUI.
The good news is: I will provide a step by step guide to achive the result shown in post #10 and post #13.
The bad news is: I´m a hobbyist myself. So lets see if I can find the time and can finish this at the weekend.
Now you have to be patient with me. :-)
Thank you so Much MN,
I will Patiently wait on your step by step instructional.
Luxus, Glass and a Shiny Surface
Introduction
This guide is a summary of various experiments done with DAZ Studio 4.6, the Luxus plug-in and LuxRender. It is intended as a quick step by step guide to reproduce certain results. To keep this as straight forward step by step guide further explanations were skiped, but if possible helpful links have been provided.
Note that these instructions assume that you already own the necessary software and everything is installed correctly.
Detailed description about Luxrender you can find in the LuxRender Wiki: http://www.luxrender.net/wiki/Main_Page
Detailed description about the Luxus plug-in you can find in the Luxus manual: http://docs.daz3d.com/lib/exe/fetch.php/public/read_me/index/15891/15891_luxus-manual.pdf
And in the Luxus Discussion Threads at the DAZ Forum:
Part 1 : http://www.daz3d.com/forums/discussion/18543/
Part 2: http://www.daz3d.com/forums/discussion/21492/
In the following experiments the Luxball6 scene is used. This scene is provided by wolfram2244 at the Luxrender Forum:
http://www.luxrender.net/forum/viewtopic.php?f=13&t=5527&p=94439&hilit=luxball#p94439
A German Version of this tutorial is available in the German FAQ Thread.
Eine Deutsche Version dieses Tutorials ist im Deutschen FAQ Thread verfügbar:
Render Settings
http://www.luxrender.net/wiki/LuxRender_Render_settings
Before you start, please create a new subfolder in your DAZ Studio Render Library. You can store all your LuxRender files and results there.
After the Luxball 6 scene is loaded in DAZ Studio, go to the workspace Render. Please make sure that the scene is shown through the Luxball6 Camera. (Pic.1)
Go to Render Settings tab and click on the Advanced button. (Pic.2)
Select the Image File option and enter the name Luxball in the Name field.
With the button underneath you have to point DAZ Studio to the subfolder in your Render Library.
Important: It is highly recommended always to check Image File and point to a custom folder. Otherwise the files will be saved in a temporary folder and can be lost very quickly.
In the Render Engine option switch from 3Delight to Luxrender via Luxus.
When you switch the render engines a long, long list of new parameters shows up. But only a few are important for now. The less important settings are therefore with red overlay. (Pic.3)
In Pic.4, you can find the settings that are important for this tutorial.
Yellow marked is one combination that works very well, but by far not the only possible combination. An alternative you can find for example in the Luxus Discussion Thread.
Blue marked are those we find later in the LuxRender GUI.
What is now left is pretty much self explanatory.
After all settings are done, you can click on Render.
Lux Render GUI
http://www.luxrender.net/wiki/LuxRender_Interface
After the conversion of the DAZ Studio scene by Luxus is completed the LuxRender GUI (= short for Graphical User Interface) should appear and the converted data will be loaded in LuxRender. After a short time the result should look as shown in Pic. 5. If this is the case, take a look at the subfolder in your Render Library.
As you can see, another sub-folder was automatically created in which all the textures of the DAZ Studio scene are stored. The .lxs file is similar to the .duf file in DAZ Studio. The .lxs file contains all informations LuxRender needs to render this scene. The .flm file is where LuxRender will save its progress. And as stated in the Render Settings in Pic.4, this occurs every 60 seconds.
In Pic.6 you can find other settings that we have seen in the DAZ Studio Render Settings before.
Light Groups
Now that the render is running go to the Light Groups tab. Here you can find all lights listed individually. (Pic.7)
Each light has in the upper right corner the On/Off Switch, there you can enable/disable each light seperatly. With the slider the brightness can be adjusted or simply type in a value manually.
If you check the RGB box, you can klick the Picker button and assign every color you like. (Pic.8)
If you check the Black Body Temperature box, you have one more slider to influence the color of a light. (Pic.9)
In Pic.9, the key and the fill light was turned off and only the backlight is active.
Color Space and Film Response
After you have changed the lights to your taste or have simply adopted the settings from Pic.10, go back to the Imaging tab. (Pic.11)
In the subsection Color Space you can also try different settings.
In the subsection Gamma + Film Response, you can find additional presets that affect the outcome of the render. (Pic.12)
Save a Render
Take a look at the File menu and the option Export to Image, here you can find many ways to save a render. (Pic.13)
To save per example as .jpg choose the option Tonemapped Low Dynamic Range Image.
Or if you want you can also choose the option Light Groups to tonemapped LDR image to save each light as a seperate layer. This can be very useful if you want to open the images in Photoshop or Gimp as seperate layers. (Pic.14)
Save, Resume and Luxus Material Presets
Save and Exit
Again take a closer look at the File menu. (Pic.15)
To close Luxrender and save the progress of the render it is highly recommended to choose Save and Exit. Please ignore the simple Exit option, because the render progress might get lost.
Resume FLM
If you have closed LuxRender by Save and Exit, you can always continue a render by choosing Resume FLM and point to the path of a .lxs and the associated .flm file. So it is very helpful to know where these files are located.
In Pic.16, Pic.17 and Pic.18 you can see possible combinations to try out.
To continue this tutorial, please make yourself familiar with the Lux Render GUI.
Luxus Material Presets
http://www.luxrender.net/wiki/LuxRender_Materials
Back in DAZ Studio and the Luxball scene as you can see in Pic.19 the Luxus Material Presets are located in the Folder
MyLibrary => Shader presets => Spheric Labs => Luxus
The Glass2 Experiment
http://www.luxrender.net/wiki/LuxRender_Materials_Glass2
To transform the Luxball into a glassball follow these steps:
- Go to the Scene tab and select Luxball, Luxball_ring, Luxball_center-sphere and Luxball_stand. (Pic.20)
- Go to the Surfaces tab and select all displayed surfaces.
- After everything has been selected you can apply the Luxus preset Glass2 - Blue Glass by doubleclicking.
To transform the text and logo into a light source follow these steps:
- Go to the Scene tab and select Luxball_Stand_Text. (Pic.21)
- Go to the Surfaces tab and select all displayed surfaces.
- Open the Surface menu by clicking with the right mouse button on the Surfaces tab.
- Choose the option Luxus - LuxRender Material
- In the dialog, change Material Type to Matte and check the light parameter box.
- Close the dialog by clicking on the Accept button.
- Go to the Surfaces tab and find the Luxus settings of the Luxball_Stand_Text. (Pic.22)
- Make sure the parameter LuxRender Light - Enable is ON.
To add an Infinite Light follow these steps:
- Create a New Distant Light (Pic.23)
- Go to the Scene tab and select the new Distant Light (Pic.24)
- Go to the Parameters tab
- Open the Parameters menu by right-clicking on the Parameters tab.
- Choose the option Luxus - LuxRender Light
- In the dialog choose the option Infinite and finish this dialog by clicking on the OK button.
To add an Infinte Light Environment Map follow these steps:
- Go to the Scene tab and select the Distant Light (Pic.25)
- Go to the Parameters tab.
- Select the option LuxRender Light and find the entry Infinite
- In the parameter Luxrender Infinite Light - Environment Map you can assign the environment map.
In this experiment the image Ice_Lake_Ref.hdr from HDRLabs sIBL archive was used. (Pic.26)
Please note that for use in LuxRender an image with the file extension .hdr or .exr produces the best results. In the .zip files from HDRLabs often are different versions of the same image in several formats. If you have the choice between two different .hdr files make sure you take the file with the largest file size.
To complete this scene setup it is necessary to reconsider about how the Infinite Light works . The Infinte Light shines from everywhere outside into the scene.
If you switch over to the Perspective View, you will see that the main object of the scene, the Luxball, is covered by a cube. The geometry of the cube would block the light coming from the Infinite Light. To prevent this, go to the Scene tab and hide the cube, which is called Room. (Pic.27)
Now you are ready to return to the workspace Render. Make sure that the scene is shown through the Luxball6 Camera and click Render.
In Pic.28 you can find possible settings to use in LuxRender.
Settings in Pic.29
Upper left = all lights enabled and all color pickers unchecked.
Upper right = all color pickers are checked and the Infinite Light is disabled.
Lower left = Key, Fill and Back Lights disabled.
Lower right = Infinite Light only
Refine Brush
http://www.luxrender.net/wiki/Refine_Brush
As the rendering process is running, you will eventually think that the floor is already finished and is unlikely to improve. While the glass ball still looks grainy and unfinished.
In such cases, you can go to the Refine Brush Tab in Luxrender. There you can point Luxrender to the areas of the image which need to be improved. (Pic.30)
If you want to remove this information completely, click on the Reset button.
If you want to remove only a particular area, click on the button Sub.Importance Pen and erase those areas you do not want anymore. (Pic.31)
The Carpaint Experiment
http://www.luxrender.net/wiki/LuxRender_Materials_CarPaint
Back in DAZ Studio and the Luxball scene. To set up the next experiment with the Luxus Preset Carpaint follow these steps:
- Go to the Scene tab and select the Luxball (Pic.32)
- Go to the Surfaces tab and select all displayed surfaces.
- Open the Surfaces menu with a right click on the Surfaces tab.
- Choose the option Luxus - LuxRender Material
- In the dialog change MaterialType to Remove the LuxRender Properties
- Click on Accept
- Now you can apply the Carpaint preset to the Luxball in the same way you did with the preset Glass2
Before you click on Render, look at Pic.34 and think about whether you want to carry out the experiment. The results with the default settings are not very impressive.
If you want to carry out this experiment, you will find the settings in Pic.33.
The Shiny Surface Experiment
This problem with the Carpaint preset was already mentioned in the Luxus Discussion Thread and even so a solution was offered.
To improve the results from Pic.34 follow these steps:
- Go to the Scene tab and select the Luxball
- Go to the Create menu and choose New Geometry shell (Pic.35)
- Click on Accept
- Go to the Scene tab and select the Geometry shell (Pic.36)
- Go to the Surfaces tab and select all displayed surfaces
- Apply the Luxus preset Glass2 - Blue Glass on these surfaces.
Go to the workspace Render, make sure that the scene is shown through the Luxball6 Camera and click Render.
The results are shown in Pic.37 with the same Light Settings you can find in Pic.28 or Pic.33.
Conclusion
In Pic.38 and Pic.39, the Luxus Material of the Luxball again was removed by the Option Remove the LuxRender Properties and [url=[http://www.daz3d.com/forums/discussion/30047]Ubersurface based DAZ Studio Shaders were applied. The colors of the Ubersurface Shader are translated very well by the Luxus Autoconversion. With the Geometry Shell and the Glass2 Preset you can give those shaders a shiny surface too.
In Pic.38 and Pic.39, the Desert Highway HDRI from HDRLabs was applied to the Infinte Light.
See also the Mirror - Perfect and Metal2 Experiments: http://www.daz3d.com/forums/discussion/48550/P30/#718732
More experiments you will find in my Luxball Gallery.
If you think this guide was helpful and it was possible to reproduce the results, it would be a pleasure to see your images. :)
Additional Links:
Luxus Preset Glass2 - Diamond by SphericLabs: http://www.daz3d.com/forums/discussion/18543/P705/#280098
Luxus Preset Glass2 - Clear by SphericLabs: http://www.daz3d.com/forums/discussion/18543/P1200/#297838
Luxus Presets Leather and Vinyl by Slosh: http://www.daz3d.com/forums/discussion/20593/
Free Luxus IBLs by HeraldOfFire: http://www.daz3d.com/forums/discussion/23209/
Previous Luxball Scene by SphericLabs: http://www.daz3d.com/forums/discussion/18555/#275586
Previous Luxball Scene by Mattymanx: http://www.daz3d.com/forums/discussion/18543/P525/#277904
Free HDRIs:
HDR Labs - Archiv
NoEmotionHDR - 150 HDRs
Zbyg - HDRI-Pack 1 / HDRI-Pack 2 / HDRI-Pack 3
Illuminated Tools - Free Probes
DAZ Forum: List of sites with free HDRi