A piece of clothing is coming out looking like chrome
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So I have this monokini for a model that when it is intialy applied it looks normal but when I use one of the materials supplied with it to be a solid color it comes out looking like chrome when rendered. Any suggestions?
Comments
Are you using 3Delight or Iray to render? Does the product have Iray materials or3Delight or both? (If it doesn't mention Iray it's probably only 3Delight.)
It has both iray and 3Delight. It's like it has a enviornment map on it unintentianally. I looked through everything and it doesn't appear to have an enviornment map on it unless I am missing something. I have tried deleting it from the scene and reapplying it but get the same result each time.
You didn't say whether you were rendering in Irary or 3Delight - in 3Delight, using 3delight materials (or Poser materials), that could be the result of having a rflection map assigned to reflection colour.
Oh sorry I render in Iray
Interesting. I didn't really understand the difference between the 2 but i use nothing but the Iray materials and render in Iray as well. Is there a way to tell the difference other tham the way it shows up in the menu (Content Pane). Another words could it have been arranged incorrrectly by the creater of the file itself?
Content from daz, installed so that the Content Management System knows about it, will have a tag under the Materials content-type flash at top-right - RSL for 3Delight, MDL for Iray (those are the languages their respective shadrs are coded in).
I will say this when I place the clothing on the model there are tags on it. What I mean is in the shader menu at the top it has a place where you can place tags on it to find it easier. Anyway the tag says glossy car paint. Not that it has anything to do with the issue it's just odd. Anyway is there anyplace I can look in the menu to see if there is anything to indicate why it is coming out the way it is.
Different tags, I meant on the thumbnail in a content pane.
That sounds like one of those "hidden materials", that you can't actually "remove"... I get that a LOT with some of the older models, and the old-old materials, or custom-shaders. They applied an image-map as a form of specular/gloss, which uses (normally), a photograph of a scenery as the image. When IRAY shaders get ahold of it, it renders as a glossy chrome-looking surface with the image as the source. (Becuse the default conversion is 100% glossy and 100% specular, which creates a mirror, in essence, or a chrome-like surface if an image is used instead of just the color white.) You may not ever see it in the "materials list", and it will not always "go away" if you apply another shader.
The work-around I use, to help gut (remove) the custom shader or old-old shader... Is to apply some other "safe" custom shader. Then, turn that into the "Uber shader". There are a few "wood", "metal" and "water" shaders that seem to be scripted to delete all prior shaders, instead of just trying to "convert existing shaders", or "insert settings into existing shaders". (Conversion usually tries to convert an existing shader into a new one, but it will not alter ones that is can't convert, leaving them behind, as part of the shader. Which DAZ then tries to convert into an IRAY shader, and ends-up creating metalic-glossy reflective "chrome-looking" layers on everything.)
In any event...
Select the material in question. (Surfaces -> Editor-tab)
Go to the (Surfaces -> Presets-tab) and navigate to [> Shaders] -> [> Iray] -> [Wood]
Then apply the "Walnut Semi-Gloss", shader. That should remove the lingering unseen shaders/surface settings.
Then navigate to [> Shaders] -> [> Iray] -> [Uber]
Then apply the "!Iray Uber Base", which will give you back the standard shaders you normally see in IRAY shader models.
Now... the semi annoying part... MERGE or add a new version of that same model, which has the original surfaces you just changed.
COPY that material from the model that you just loaded (which should render like chrome), and PASTE it into the newly created IRAY shader on the other model that you just edited. That should paste only the shader-values that it "knows", without pasting the actual shaders which are unseen. Now, if you can see that image, in some shader-area... You can set it to NONE. Chances are, you will not see it. It will just be gone, as it has no area to paste that data into. Only the conversion process will "leave things behind", and "merge shaders". The COPY and PASTE process is simply an "insert, if exists"... which is why you can't just COPY an IRAY surface and PASTE it into an older "Default" or "3Delight" shader.
Thanks @JD_Mortal I am going to try this method tonight.