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Adobe digital editions 4.5 and windows 10
Adobe digital editions 4.5 and windows 10







adobe digital editions 4.5 and windows 10

Stefan, thank you very much for this instruction! That's a great suggestion adding the specular map in the perpendicular slot of the Fresnel texture.

adobe digital editions 4.5 and windows 10 adobe digital editions 4.5 and windows 10

i have to definitely learn about hdri to have quality renders. can you share the hdri map please? i have tried many times to change the environment to something realistic but my renders always look poor. Adding the map to the highlight glossiness doesn't seams to affect the look of the material. I added the same specular map to the Reflection Glossiness slot. Note how nice the bump of the material is now defined (the bump is the same, 0,01) I added the specular map to the perpendicular slot of the Fresnel. I just added reflection layer to the material, with 1,55 Fresnel. Reflection glossiness and highlight glossiness always set to 1. I'm using HDRI map in both GI Color and BG Color, IM and DMC,physical camera disabled. Since I jumped into this, I did some experiments based on my experience, so that doesn't mean that are 100% correct. So if u use a map in reflection glossiness, use 0,5 glossiness, NOT texture multiplier. how are the percentages written on arroway website then considered? but in fresnel we write 1.55 or something like that. Here in the image the specularity and glossy are specified as 50 %. Thegunslinger wrote:I had worked for hours to get the aspect that i've seen in the demo in this site : but still don't get it. about the sun light I Think that its hard to get that effect without high quality texture. Less is the artificial brightness less is the quality of the result. You can see just under the light source a good effect of bump and specularity just inside the house. ( of course am talking about Stone texture )

adobe digital editions 4.5 and windows 10

The texture I used is downoladed from "free low resolution arroway texture" I guess that the high quality one will gives much more realistic image. You're right andy for the dispalcement the bump map can replace it most of time I think and it takes too much time to render the scene. The specularity map when puted on highlight texture it gives a better reflectivity of artificial light on irregular surface, So bump map have a big part of standing out a realistic aspect of the material when combining with " specularity map ". Thank you Andy for your posts and advices excuse me for my english it's my third languangeĪfter working on a house secen form model that i'Ve downloaded form google warehosue, here is some point that I want to share with you. ĭoes someone can expaline to me where can i put exactly the speculartiy map and why ? and for the the wall texture he used a fresnal for the reflectivity glossiness. In this tutorial of chaosgroup Material part 2 he used the reflectivity map and set it as a texbitmap in both highlight glossines ans reflection glossiness. The specularity map is used to reflect the light form bright object "lightsource" and sun and let only some part of the material " or object that we have affected it " reflect them because of the iregularity of the surface like in concret. The best way to create this kind of rendering quality is playing around the setting of both Highlight Glossiness and Reflection So the highlight is not as sharp if compare to reflection from smoother surfaces. Uneven surfaces create many reflecting angles for light to bounce around. Objects like matte finish metal, wood and some plastic materials do not reflect the lightsource clearly due to its uneven surfaces. You don't always get clear reflection from reflective material. Very reflective, filer color may be an effective way to change the object’s appearance. Will change based on the strength of the reflections themselves. On each of the renderings below the color of the reflections change. You can see that by changing the filter color The filter color is used to apply color to reflections.

Adobe digital editions 4.5 and windows 10 manual#

I don't think that the reflection filter is used for the specularity this is what it's said about it in Vray for sketchup " manual " Ĭan we get this result with Vray for sketchup ? I had worked for hours to get the aspect that i've seen in the demo in this site : but still don't get it.









Adobe digital editions 4.5 and windows 10