Need iRay mirror settings ... purty please with strawberries and hot chocolate! ;-)~
RAMWolff
Posts: 10,381
in The Commons
Out of all the shaders and what not I have on board here for iRay I have nothing about mirrors. I don't even see a base in the iRay shaders that come with DAZ Studio.
Can someone please post a mirror base shader or direct me to a product or freebie that offers this information?
Thanks so much
Richard

Comments
There is this at ShareCG
http://www.sharecg.com/v/81125/gallery/21/DAZ-Studio/Iray-Mirror-Shader
Polished Aluminum and Glossy Reflectivity at 1.00
Thank you both so much!
This recipe has given me the best mirror...perfect reflections and the reflections are the same brightness as the stuff reflected in it ;). Take note that it's Specular/Glossiness mode, and not Metallic. Don't worry about what's off the bottom of the selection..there's nothing down there that needs to be changed. You can see everything that needs changing :).
Laurie
Thanks so much Laurie!
You can get something like pure chrome, and then use some roughness (even an overlay map would be better) to recreate a fine or not so fine layer or dust, grease...or if you have a good overlay, or you do it, you can recreate the cleaning clothing paths on the mirror.
I've seen this effect in Quantum Break on a wood cleaned floor, and the roughness overlays, gave them a life-like look that was quite impressive, just by using some overlays.
To the case, the chrome is just, pure white on the diffuse (mettalic/roughness), then glossy roughness on 0 (black), and metallic full. From there, you can just, make it a bit less white, less chrome, and more alluminiun or silver (but this two are really really white also), play with the roughness... as you add roughness (eventhough without overlay maps, which you can mount them in photshop to use more than one at a time, make them tileable...) you take off that chrome look, wich definitely, we don't want.
I turned the back wall of this into a mirror using the Polished Aluminium shader.
That sounds really cool! Just keep in mind that the more reflective surfaces you have in the scene, the longer it takes to render. :)
That was 11 hours and 75% done :)
A Nickel shader may work better than some of the other metallic alternatives.
Nickel is less pure, talking about the diffuse color without metallic/roughnes or spec/gloss. Even something like cobalt, but desaturated, eventhough depending on the environment a kind of cobalt, or very low copper or something like that, looks really cool.
You don't need to use a metal preset, it is just easier. Select the plane, go to surface and select it, Metalicity to 1.0, Glossiness to 1.0, Glossy Layer Weight 1.0, Refractive Index to 1.5 and everything else off.
Mirrors are not generally 100% reflective - there should be some light absorbed.
And there are two layers to a mirror. The Silvered Back and the surface of the polished front, giving you a slight double image, which is added to by the refraction of the glass between them.
Early mirrors were highly polished metals, Brass and Silver. Early Glass mirrors were made by floating hot glass on silver or mercury.
So you vould use two surfaces, one with Silver or Chrome and one of Glass.
The Aluminium shader would seem to be apropriate for mirrors. Have a read here https://www.physicsforums.com/threads/absorption-of-light-in-a-mirror.775453/ :)
here are two Examples
This first is a two layer mirror the Glass and Aluminum layers.
The Aluminum layer is the Metal - Aluminum - Polished from Default Resources for DAZ Studio
The Glass Layer is Glass - Thin - Clear also from Default Resources for DAZ Studio
The glass defuses the image and reduces the luminance and give the slight blur of the sharp lines of the stitches.
The Aluminum layer is the Metal - Aluminum - Polished from Default Resources for DAZ Studio
Please be kind. These are some old props I made a while back getting a handle on ZBrush. I did redo the lamps so they are better but they need more work. Anyway, the framed mirror sits just behind the loveseat (yea, I know that needs more work too) inside my posing box and a curved environment background prop I made as well. This render only took about 11 minutes. Not bad timing wise. I'm really trying to get a handle on emission lighting too so the lamps and lamp base lights are all emissive.
The lamps are they like a Halogen torch lamp or just incandescent? Or are you illumination the defuser on the lamp?
The Color of the Light is set by it's Temperature. See Chart below.
~1900K candle
~ 2700K 60w light bulb
Fluorescent bulbs range from 3200 to 7500K
Day Light Fluorescent Bulbs are 6400-ish and are more blueish in color.
5500-6500K Daylight clouds and sky play a big part in that.
3200-3500K Quarts Light
Also think about the physical Lamp, in the Real world.
It would have a bulb, which sends light out in all directions, you could use a reflector to direct the light and a defuser to defuse and soften it.
When you go to reproduce it in the 3D space, build your Bulb, Reflector, Defuser and put it together.
If you use the Defuser as the light source (which is isn’t) it looks wrong.
using the Blub, reflector, defuser idea will look natural and you will get the glow on the wall like a nomral Torch Lamp.
For testing use the Glass - Solid - Lightly Frosted for the Defuser, it is in the Default resources that come with Daz Studio
I'll work up a test render for you, here in a little. I'm got to save my scene first.
BTW the Mirror looks good.
Thanks so much. My brain is about to expode! lol Thanks for the compliment on the mirror... very simple piece of work. Geometry is a full back, frame and a front. Back is set to black in case that helps the reflectivness at all.
here you go The Torche Lamp is the only thing lighting the scene.
But you can see how the Bulb and Reflector and how the Glass Defuses the Light.
The light is the Real Lights for DAZ Studio Iray the 100w LightBulb with the Temp set to 4500K.
The Reflector is Polished Copper and Glass Defuseser is Glass - Solid - Lightly Frosted, both from the default Daz Studio resources.
The Bulb is actually down in the well of the reflector,
Now I did half cheat, to iluminate Star and the bottom of the Reflector. Remember that big mirror it's the Big Black box and that is my cheat. other than that, the Lamp is the light source, save for Star's Eyes? What is up with that! And no I check, there is no emission set on her eyes. But I'll keep looking. Maybe the same thing that make it look like she is looking at you, causes her eyes to illuminate.
Found it, Star had two 50W light bulbs for eye sockets.
So while her Anime Eyes don't have emissions, her eye socket do, at a 2.5% efficiency rating.
I guess Star really is the Light of the Party.
I can ouch for tis one- Exceptional
Yes, my light does have a "real" bulb inside, it's not the Torchiere does have a slight emission set to it as I want it to look less solid and more glass and to have a glow to it.... Here is a screen shot...
Here are some more improvements to the little scene. The Lamps Torchiere has been fanned out more and the lamps are a bit taller. Changed up the lighting a bit more too...
I was going to say you can also drop the Point Lights in the Bulbs and just let the bulbs do the work.
Depending on the reflective ness of the reflector and the glass of the defuser, you should be to have most of the lighting be indirect.
But that looks really great, and the Lamps don't seem to be distorting the reflected image in the mirror and it is a most unique way to get the beach scene to look like a picture on the wall.
Yea, after I updated the lamp mesh I made a default materials preset, deleted the old lamps and imported in the new updated one and applied the material preset. So the point lights went with the old so your just seeing the light emitting from the bulbs itself!
Pretty happy with my final results. Thanks again for the help!
Very cool and you're welcome, glad I could help.
Seconded or thirded..