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davo  
#1 Posted : Monday, September 26, 2022 4:13:37 PM(UTC)
davo

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I'm having a hard time trying to texture one of my figures/props to look right. I'm using iray as the material preference.  My issue is, I'm trying to get this prop to look right with a metalic, but not chrome finish.  I can get it to look somewhat decent with the enviroment mode set to "dome and scene", however, when it's set to 'scene only', I can't get it look the way I'd like.


My question is, am I safe to set up the materials with "dome and scene" as the environment mode and stick with that?  I just don't know what the user base preference is, do most of my customers just leave it set to 'dome and scene' or 'scene only', which would force the user to rely on setting up their light sources manually?


Thank you for your input.


Davo


BrimstoneOmega  
#2 Posted : Monday, September 26, 2022 6:08:09 PM(UTC)
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Dome and Scene I believe is the default, I tend to go with scene only and set my own lights, but I think most will use an HDRI.
Hellboy  
#3 Posted : Monday, September 26, 2022 6:20:58 PM(UTC)
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In your case "dome and scene" might look better because of your specific HDRI reflections, but just using other HDRI might look worse than "scene only". Or a detailed, well lit scene might look better than "dome and scene"
Either option is irrelevant to material creation because the scenarios are endless.
All you can do is make sure the material settings are accurate under different settings, the lighting and surroundings will define it's final look, just like in real life.
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Twisted_Pencil  
#4 Posted : Monday, September 26, 2022 9:03:43 PM(UTC)
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Dome and Scene mostly but it depends on the location and how much shiny stuff is in the scene and how particular I want to be.
With dome enabled it will effect shiny bits even in an enclosed space.
This can be useful if you want to recreate an indoor setting without having to model the whole thing but you do have to choose the right HDRI for the dome, with an outdoor image you may see clouds and grass reflected in your shiny bits.
For authentic indoor, if fussy, use scene only and set up the the lighting to suit. Metallic stuff can appear a bit flat though unless you add a slight bump map to it.

As Hellboy suggests it probably best to test under different settings but you can't cater for every possibility so if you get it to look right in Scene Only mode with a decent neutral lighting rig I'd say you're good to go.

PS: Because I gathered from another thread you haven't been in DS land long just a couple of tips on lighting that took me a while to figure out:-
Always add a camera to the scene and render from that, the default Perspective camera does not always follow the same lighting rules and may not give you true results.
Check the Headlamp for the camera is Off. The default is Auto which should turn it off if there are discrete lights in the scene but that does not work for emitters and the headlamp can flatten things just like the flash on a camera.
If you want to use the headlamp for a bit of fill in turn the intensity down and add a touch of X and / or Y offset for a more natural look... BTW does anyone know if if the Z offset is of any use, I did have a play but it does not seem to do much.
I'm just here by mistake, for a friend, for science... anyway you can't prove nuffin'.
Twisted_Pencil  
#5 Posted : Tuesday, September 27, 2022 5:52:44 AM(UTC)
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...Sorry folks, a correction:-

If you have a fully enclosed environment - floor, roof, walls, no gaps no windows then you don't get any reflections from the dome image other than maybe from the ground, this can encroach through the floor of the scene if Draw Ground is On in Dome and Scene mode.

I guess most of us at times will be rendering vignettes that are not fully enclosed and want to use Dome and Scene to add a touch of reflection to the shiny bits.
I'm just here by mistake, for a friend, for science... anyway you can't prove nuffin'.
davo  
#6 Posted : Tuesday, September 27, 2022 9:36:02 AM(UTC)
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All good to know, I'm trying to find a balance between dome and scene and scene only. Texturing and lighting is the one aspect of 3d I just can't stand dealing with sometimes, lol.
G315t  
#7 Posted : Thursday, September 29, 2022 10:47:57 AM(UTC)
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Originally Posted by: davo Go to Quoted Post
All good to know, I'm trying to find a balance between dome and scene and scene only. Texturing and lighting is the one aspect of 3d I just can't stand dealing with sometimes, lol.


 


Hi Davo, if you go with Iray I suggest to make it as simple as possible. (Maybe even without textures to save VRam) Because chromed surfaces ar basicaly only very reflective metallic.


So you want to have: (in Uber PBR shader)


Base mixing: Metallicity,


a grayish diffuse base color (or your texture) 


glossy reflectivity 0.5,or more. (.5 is sufficient in my opinion) 


Glossy roughness 0


Refraction index 2.4-2.45. 


Actually you don't need anything else to make it look accurate. 


 


Here are some indoor examples I rendered for you. The Red one is  no environment light only emissives. 


The others are mixed lights. 


Only approx 5% conversion rate but I think its ok as an example. 


 


https://bilderupload.org/bild/b18167601-davo-indoor-5


https://bilderupload.org/bild/200467674-davo-indoor-mixed-5


https://bilderupload.org/bild/3f8b67700-davo-indoor-mixed-ii-5


 


 

Edited by user Thursday, September 29, 2022 11:09:50 AM(UTC)  | Reason: Not specified

Twisted_Pencil  
#8 Posted : Thursday, September 29, 2022 3:29:34 PM(UTC)
Twisted_Pencil

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Originally Posted by: davo Go to Quoted Post
All good to know, I'm trying to find a balance between dome and scene and scene only. Texturing and lighting is the one aspect of 3d I just can't stand dealing with sometimes, lol.


 


Agreed, it can get quite circular - lighting affects the mats which affects the lighting which affects the mats - I have chased my tail around in circles until I disappeared up my own backside a few times trying to get skin mats to play nice together.


In the end I created my own 'studio' or light box if you wish and fixed the lighting. I also picked a set of HDR images - bright, medium and dark - just for checking the effects. Now I have an environment in which I can test / tweak against a standard.


 


I'm just here by mistake, for a friend, for science... anyway you can't prove nuffin'.
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