phong tag ?
RorrKonn
Posts: 509
I'm attemping to get a SciFi look. In C4D I have a phong tag n if I reduce to 30% I get the desired results.80% is not the results I want.
I know nothing about DAZ shaders .Be fore I continues to model like this in C4D I want to make sure I can get the same results in DAZ ?
Thanks
30.PNG
972 x 588 - 49K
80.PNG
973 x 585 - 72K
Comments
Since Phong shading has Ambient, Diffuse, and Specular components to it, you should be able to approximate this in Daz Studio by not using some of the more sophisticated shader settings like the subsurfcace stuff. You will probably also get a better result using the 3Delight rendering engine (which is based on Pixar's Renderman) than Iray since Phong surfaces weren't designed with the idea that they'd be interacting with physically based rendering engines like Iray.
Not to say it couldn't be done, or approximately what you were hoping for. Just in the Uber Iray shader make sure you focus on the Base and Glossy channels (not dual-lobe, just the normal Glossy layer) and set the other strength settings to zero for things like translucency, subsurface, etc.
Thanks for the info :) Since every one uses Iray now .I probably should make it for Iray ,ya ?
Could I use a normal with Iray n get the same sharp edge results in DAZ ?
or you could just tell me how I should model it.
Thanks
Hi RorrKonn
If you're talking about the smoothing angle, then it works the same way in the Iray shader. Setting it to 30 degrees will give you sharp edges.
There's another option, if you're sub-d modelling something more complicated... Studio has a similar Edge Weighting to Cinema's Hypernurbs edge weighting. You could try setting that in Studio.
(I've tried importing the edge weighting from C4D via FBX but it did not work. This was with R18 which has the same Pixar subd that Studio uses. Since all three of them R18, DS and FBX support Pixar Subd it should have worked, in theory! I suspect Cinema is not exporting properly. I had to re-apply the edge-weighting in Studio.)
30% in DAZ ,Cool :)
Edge weights n SubD's we don't use making games at least not yet ;).So only advice I should give is find a expert that knows .
but I ain't right in the head so I'll bet you can get the results you want with a vector map.