[1.3.0.x] Surface settings Library

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Lakys
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[1.3.0.x] Surface settings Library

Post by Lakys » Wed Mar 02, 2005 10:58 pm

This topic is intended for those wishing to adjust straight forward some settings without having to read a whole tutorial.

So here are the settings posted roughly.


Here is a quick form for quickly fill the values

DIFFUSE: Color White, Strength: 100%, Map: None

SPECULAR: Glossiness: 100%, Color White, Strength: 100%, MSTO: On, Map: None

AMBIENT: Color Black, Strength: 100%, Map: None

OPACITY: Strength: 100%, Map: None

BUMP: Map: None, Strength: 0%, Negative Bump:-0.01, Positive Bump:0.01

DISPLACEMENT: Map: None, Strength: 0%, Minimum Displacement:-0.01, Maximum Displacement: 0.01

REFLECTION: Color: White, Map: None, Strength: 0%

REFRACTION: Color: White, Map: None, Strength: 0%, IndexOfR: 0.0

GENERAL: Lighting Model: Plastic
Last edited by Lakys on Sun Apr 30, 2006 5:43 pm, edited 8 times in total.

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Post by Lakys » Wed Mar 02, 2005 11:02 pm

HUMAN SKIN SETTINGS

DIFFUSE: Color White, Strength: 100%, Map: Texture Map

SPECULAR: Glossiness: 50%, between 40 or 60%, Color White, Strength: 15% or 20%, MSTO: On, Map: None

AMBIENT: Color White or very pale green/yellow, Strength: 15% or 20%, Map: None

OPACITY: Strength: 100%, Map: None

BUMP: Map: (if used), Strength: 100% , Negative Bump:-0.2, Positive Bump:0.2

DISPLACEMENT: Map: None, Strength: 0%, Minimum Displacement:-0.01, Maximum Displacement: 0.01 (can be used instead of bump map with the same settings)
REFLECTION: Color: White, Map: None, Strength: 0%

REFRACTION: Color: White, Map: None, Strength: 0%, IndexOfR: 0.0

GENERAL: Lighting Model: Skin
Last edited by Lakys on Sat Dec 31, 2005 2:58 am, edited 4 times in total.

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Post by Lakys » Wed Mar 16, 2005 11:07 am

CORNEA/EYEBALL SETTINGS

DIFFUSE: Color White, Strength: 100%, Map: Texture Map

SPECULAR: Glossiness: 70 or 80%, Color White, Strength: 100%, MSTO: OFF, Map: None

AMBIENT: Color Black, Strength: 100%, Map: None

OPACITY: Strength: 0%, Map: None

BUMP: none

DISPLACEMENT: none

REFLECTION: a reflection map can be used here.
REFRACTION: optional if you don't fear to slow down your render IFR=1.4 Refraction strength 100% Color: White.

GENERAL: Lighting Model: Glossy (plastic)
Last edited by Lakys on Sat Dec 31, 2005 2:59 am, edited 1 time in total.

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Post by Lakys » Wed Mar 16, 2005 11:12 am

HIGHLY REFLECTIVE MIRROR

DIFFUSE: Color Black, Strength: 100%, Map: None

SPECULAR: Glossiness: 100%, Color White, Strength: 100%, MSTO: On, Map: None

AMBIENT: Color Black, Strength: 100%, Map: None

OPACITY: Strength: 100%, Map: None

BUMP: Map: None, Strength: 0%, Negative Bump:-0.10, Positive Bump:0.10

DISPLACEMENT: Map: None, Strength: 0%, Minimum Displacement:-0.10, Maximum Displacement: 0.10

REFLECTION: Color: White, Map: None, Strength: 100%

REFRACTION: Color: White, Map: None, Strength: 0%, IndexOfR: 0.0

GENERAL: Lighting Model: Plastic

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Post by Lakys » Thu Mar 17, 2005 9:23 am

FAKE AMBIENT LIGHTING FOR ENVIRONMENTS, SKYDOMES & CYCLORAMA

Don't forget for each bone of the environment to set Shadow Cast to Off.

(*) The diffuse strength can be increased in order to use the scene lighting. It may require then to reduce the ambient strenth a little.

DIFFUSE: Color White, Strength: 0%*, Map: Color Map

SPECULAR: Glossiness: 100%, Color White, Strength: 100%, MSTO: On, Map: None

AMBIENT: Color White, Strength: 100%, Map: None

OPACITY: Strength: 100%, Map: None

BUMP: Map: None, Strength: 0%, Negative Bump:-0.10, Positive Bump:0.10

DISPLACEMENT: Map: None, Strength: 0%, Minimum Displacement:-0.10, Maximum Displacement: 0.10

REFLECTION: Color: White, Map: None, Strength: 0%

REFRACTION: Color: White, Map: None, Strength: 0%, IndexOfR: 0.0

GENERAL: Lighting Model: Matte

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