Iray Uber shader (PBR Metallicity/Roughness) glossy

kitakoredazkitakoredaz Posts: 3,526
edited August 2017 in Daz Studio Discussion

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Post edited by kitakoredaz on

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  • kitakoredazkitakoredaz Posts: 3,526
    edited August 2017

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    Post edited by kitakoredaz on
  • Arnold CArnold C Posts: 740

    One problem is, you set your "Glossy Specular" to an impossibility (in real-world) like 0.00, 0.66, 0.66. Specular reflection and it's color relies on the "Refraction Index" of the material. For a dielectric (insulator/non-metal) Glossy Specular is a monochrome color in the range of 0.02 - 0.05, and for a conductor (metal) it's a RGB color in the range of 0.5 - 1.0. The Glossy Specular value for Gold for example is 1.0, 0.766744, 0.334458.

    While DAZ's PBR Specular/Glossiness mix requires it to set the color for Glossy Specular manually, in the PBR Metallicity/Roughness mix it's calculated internally (and so automatically) depending on the material's Refraction Index value used (the higher the Refraction Index value, the more specular glossiness you'll get). That for, you won't be able to achieve that same effect you created in your PBR Specular/Glossiness. Which is, from a physically based shading perspective, pure nonsense. I know of no material, that has a light blue specular reflection, at least not in this universe.

    To get a stronger specular reflection you adjust Glossy Reflectivity/Glossy Roughness.

    To make yourself a bit familiar with physically based shading, you might want to take a look at NVIDIA's MDL Handbook.

  • kitakoredazkitakoredaz Posts: 3,526
    edited August 2017

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    Post edited by kitakoredaz on
  • V3DigitimesV3Digitimes Posts: 3,049

    Hi, in your case you have to increase the glossy layered weight, then you can lower the glossy roughness to around 0.3 or less. Play with glossy anisotropy value (I don't see your setting in the image). It should already be better.

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