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Still working with Horo on this thing, rendering with natural light in DS. Here's the present incarnation.
Edit and another with 10% reflection in the floor. If the floor could be isolated from the reflection map... That would help alot.
David, Glad to see you and Horo dabeling in DS, already creating awesome renders I see, Can't wait to see what secrets you wrangle out of it.
Regards
STKYDD
Thanks for the encouraging remarks. Still digging into this when I get a few free moments. Started faffing around with materials (or is it Shaders in DS lingo?).
Edit... still can't get glass right at all. The other stuff is OK, so far... really like the displacement effect. That has a lot of potential I think.
Using Art Wades tutorial made this ball in Wings 3D. Link to tut http://www.youtube.com/watch?v=p7-Zsjb6KEM
Edit. Been trying to make friends with the "shader mixer". Second image, as in the post above - but *hopefully* with improved shadow capture effect.
Edit image no 3. Too much shadow on the ground?
No 4... closer I think... and no colour cast to the shadow now.
No 5... back to testing with Lora.
With the help of Forbiddenwhispers, material experimentation has continued...
Still plodding along with the shader mixer.
More mixing - photographs taken by ForbiddenWhispers I should of said.
Popped in for a gander. As I seem to be doing a few car renders lately, that broken tarmac effect would come in handy.. I can get effects like the ones posted here by using B2M, which can convert images into bump maps etc., but the option to click on a preset would be easier though.
So... after "a while" back into the Shader mixer - see if I can make any sense of this "metal" stuff. I started with the default chrome material - which under the lighting I propose to use, doesn't look quite right and started modifying, adding and generally tinkering.
Incremental progress.
I want just vertical displacement on my model irrespective of the surface normal, I just want my displacement map to work along the y axis. Anyone know how I can do that without making my model just flat?