Character that render Black instead of Gold.

Issue #577 resolved
bouich jules created an issue

Hello,

I have this special character that render black in blender!

while in daz it render in gold, i tried change BDSF and principled in the plugin but nothing still full black color any idea please?

really love that gold color :)

Comments (19)

  1. bouich jules reporter

    how to know which shader is it?

    no it doesnt have any environment for reflection, feel free to try the character.

  2. Alessandro Padovani

    Got the zip didn’t notice it. Hope it is something free that you can share I didn’t find it on google.

    When I load the figure in daz studio it reports a missing uv map, so may be this is a corrupted file or it requires some other content to be installed first. This doesn’t seem to be the issue anyway.

    The gold effect is from the top coat in daz studio and that is not imported in blender for some reason. We didn’t plan to support a fresnel top coat either. Anyway it turns out it is easy to setup, below the daz and blender materials where I fixed the torso.

    edit. important. The setup below misses the diffuse channel that plugs into the top coat. In this case it’s black so it works anyway.

  3. bouich jules reporter

    Just a quick question how did you make that Daz Top coat and Daz Fresnel Uber appear in the shading port of blender? i dont have them.

  4. Alessandro Padovani

    Please unmark as resolved so Thomas may implement the fresnel top coat that’s currently not supported. It’s not perfect to be honest but as a quick setup it works fine enough and it’s better than nothing.

    Also Thomas may figure out why in this case the top coat is not imported.

    The custom groups are created by the plugin, you get them in the material editor whenever you import any figure that requires them. In this case I just got them there.

  5. bouich jules reporter

    lol it works looks great in the viewport but the render with cycle is really funny..

    looks completely washed out.

  6. Thomas Larsson repo owner

    Fixed in last commit, even if it is not perfect.

    The plugin computes the top coat factor as

    Fac = 0.05 * Top Coat Weight * Reflectivity

    (or * Top Coat Reflectivity for PBRSkin materials). This assumes that the Top Coat Layering Mode = Reflectivity. However, in this case the reflectivity is zero, and the top coat node was ignored. The plugin now takes the layering mode into account, and sets the top coat factor to

    Fac = Top Coat Weight

    if the mode = Fresnel. With the new setup the match is better but not perfect. Perhaps one should add a Fresnel node somewhere, judging from the name of the mode.

    Above I had changed the top coat layering mode to Reflectivity for the face material in DS.

  7. Alessandro Padovani

    I rather believe we miss a “roughness” somewhere, this was just a quick fix that seems to work fine enough. Will see if I can find something better ..

  8. Alessandro Padovani

    Ok I believe I got it. It seems the top coat glosiness is squared in daz studio. Below the setup and the equation. Test scene included gold.duf

    # fresnel top coat
    blender roughness = 1 - top coat glosiness ** 2
    

  9. Alessandro Padovani

    Commit ac20be4 is not good. Again I was not clear enough sorry.

    The roughness has to be changed both for the fresnel node and the top coat node. This is general and it also affects the other top coat layering modes. Actually we support reflectivity and fresnel.

    # iray top coat
    # roghness for the daz top coat and daz fresnel groups
    # this affects both the reflectivity and fresnel layering modes
    blender roughness = 1 - top coat glosiness ** 2
    

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