I'm practicing on Maya modeling some contemporary furniture and I'm currently going at it with this pink resin column (on the left). Been trying to give it this glossy effect and so far this is what I'm getting (on the right). Can you guys give me any tips on how to do so? Also, any idea on how can i lighten that edge on the top face without changing the rest of the pink color on the body? Thank you for the help in advance!
With ambient I mean something around; it can be a background image set as world texture or real objects in the scene.
For the first option, in the node editor click on the world icon on the header, then add a Background shader and link it to the Surface input of the World Output node; add an Environment Texture, link it to Background Color input and choose a proper image to surround your scene, better an HDRI so you get whole correct light from the texture and you can enlighten your scene by it and/or add other lights as you please (but to the aim of tweaking reflections, also a JPG would suffice).
I have an image texture-mapped to a undulating mesh. I want the picture that is mapped onto the mesh to have a glossy finish and show some highlights, suggesting more 3D shape and depth than its current flat rendering provides.
Ive made two textures following a tutorial, and Ive mixed them up with vertex paint to texture the hill. The thing is that the cliff part is too shiny and I dont know how to low it down....I can attach a node screenshot:
I figured since I took the image directly from kenshi used open with paint.net then renamed it that this would make sure everything is loaded fine but for some reason after I edit the portion of the image that I needed to change for now that being the texture and diffuse for the under cloths with a model I have when I save it and load it, it loads shiny instead of how it should look.
so the only file I need to change now to get what I'm looking for is primarily the texture and it is a diffuse.dds file but for some reason any time I change anything on the image and resave it it lt loads in the game all shiny and stuff and it shouldn't.
I've always found that sauces in great restaurants share the same characteristics. They're suave, smooth, moist, light and have a glossy appearance. Taste is subjective but I think the above consistency, texture and appearance is universally accepted as wonderful. That's my aim, what about you?
In general, many of the material node configurations Blender allows cannot be exported to any standard format. They are specific to Blender, and can only be rendered in Blender. See this article for background on the problem: -export-why-there-are-no-materials-or-textures.
I recently made New Best Recipe's chocolate pudding recipe. It's very good, but I was expecting that sort of 'glossy' texture you get with store bought pudding cups (at least in the U.S.) whereas this isn't quite as smooth. It's definitely not grainy or anything - as far as I can tell, I made the recipe correctly and it came out properly - it's just not that extra little bit of smooth, I suppose (kind of hard to describe the texture I'm looking for).
Is the texture in a store bought pudding cup something that is achieved because of whatever impossible-to-pronounce stuff they throw in there, or is it something I can modify the recipe to achieve? (I can provide the original recipe if necessary.)
I use EA(Enhanced Atmospherics) ON,but tried deleteing Shaders,turning EA OFF,but still the textures look glossy.I have seen someone here post a similar issue and still didnt find a suitable solution to this problem.I do not see the issue with the Aerosoft A330Pro,as the textures appear fine as its a PBR model.
i am applying materials to some objects and for some reason this one object 'pool circle' is super glossy and i have no idea why. i use the same material 'pool tile' on the pool floor and walls and they are not glossy
Concerning Photorealistic rendering, this requires more than just plugging a texture map into the base color slot. Base Color (sometimes called "diffuse") just provides color information. To get photorealism, as you have already seen, you have to adjust the glossiness, reflectivity, transparency , etc, and a variety of other "real world" parameters depending on how deeply you want to get into things. But the scene lighting is also very important to getting a good result, so you also need to learn a little about HDRI lighting (briefly you put an HDR image in a dome light and tweak exposure to light the scene.) This gives the materials you have labored to create something more complex to reflect (vs just some lights).
Glossyness of a given model piece come down to how the model is setup. Some wall types have a really high amount of specular and hence will look much more shiny then others. Some textures can make this more or less pronounced.
In this paper, we proposed a method for matching the color and glossiness of an object between different displays by using tone mapping. Since displays have their own characteristics, such as maximum luminance and gamma characteristics, the color and glossiness of an object when displayed differs from one display to another. The color can be corrected by conventional color matching methods, but the glossiness, which greatly changes the impression of an object, needs to be corrected. Our practical challenge was to use tone mapping to correct the high-luminance part, also referred to as the glossy part, which cannot be fully corrected by color matching. Therefore, we performed color matching and tone mapping using high dynamic range images, which can record a wider range of luminance information as input. In addition, we varied the parameters of the tone-mapping function and the threshold at which the function was applied to study the effect on the object's appearance. We conducted a subjective evaluation experiment using the series category method on glossy-corrected images generated by applying various functions to each display. As a result, we found that the differences in glossiness between displays could be corrected by selecting the optimal function for each display.
Despite the fact that XF-17 has a flat, "dusty" texture when it's airbrushed, I love the color. I needed a lighter shade of it to differentiate fabric control surfaces on a Corsair. I punted and added some XF-57 Buff to the blue and gave it a spray. The color wasn't what I hoped for once it dried, but it did have another unexpected result:
Same question re: Vallejo paints: is there an additive that will produce a glossy texture? I'm getting a little tired of heaping Alclad Klear Kote onto my models to knock down the "tooth" of Model Air paints.
So I'm trying to figure out, what's causing this strange reflection on my terrain.I've tried almost everything to get rid of that shiny circle, but to no avail. It follows me wherever I go, so it's not static either. I'm using Realtime lighting at the moment.I tried changing the Alpha Source on my grass texture to None, tried bringing to specular down, tried creating a different terrain material, regenerated the lightmap but nothing seems to work. (I'm using URP, Unity 2021.2.1f1)
On the texture import settings, make the Alpha 'From grayscale' and if that alone doesnt fix it, change the format to RGB 24 BIT to discard the alpha channel - the alpha channel is what causes the specularity.
Yeah, i stumbled upon it when it looked like there was too many options on the bottom. Found by accident, but its awesome. FINALLY something useful for the paint booth. The best things theyve added are mask layers and now texture change. Cant wait to see how they improve it next. I very rarely give props to Forza as Ive seen a lot of stuff wrong and things that have plagued previous games, but it feels like theyre going in the right direction
Another fun trick I discovered with the vinyl texture is if you put black vinyls on top of one of the polished metal paints such as chrome or gold then scale it all the way to matte you end up with a super dark matte black finish.
Jeep Pure Matte Black25601440 1.89 MB
I occasionally use FaceGen to create my own character morph for use in Studio. I then load up the morph on the base character and use the skin texture generated by that program (which is not that great). I then usually apply the base IRay shader to the skin textures and then apply Anagenesis and usually get decent results.
There's a bad habit among of some PAs to utilise just about every shader setting available when there is no logical reason to do so. Who wants glossiness set to 100% on a pair of running shoes, or a suit, or any item of clothing and then tone it down with a high roughness setting. A pair of running shoes I have has emission settings, albeit set very low. Why would anyone in their right mind think that emmision (glow effect) is necessary for sneakers. I spending so much time removing and adjusting completely unnecessary texture/shader set-ups it's becoming ridiculous. Less is more in my book. If I want a pair of cotton pants with glossiness and specularity and Dual Lobe Settings set at stupid high levels I'll do it myself. But not likely.
Hey thank you for the advice! I'm going to try increasing the hydration on my next batch. I'm using just salt 14% bread flour instant yeast sugar dough conditioner and regular tap water in the dough. I indeed am using a kitchenaid on speed 2 with the hook as well. I tried bumping up the temp of the oven to 450 and I accidently browned them too much and got a hard crust instead of a nice leathery crust. I will take all of your advice and report back but I think you're correct on about everything and my problem is simply the dough not being smooth enough after mixing to facilitate a glossy smooth surface.
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