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Post by wafflesim98 on Feb 15, 2021 4:32:55 GMT -5
Hi! I m trying to make a satin texture using this tutorial . But it doesn t really have lights or anything, it looks like a simple normal texture in sims 4, like this
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Post by mauvemorn on Feb 15, 2021 5:53:58 GMT -5
Hi. A metal plate has no reflection in the dark. If you will introduce a small source of light that does not illuminate much, only that light will be reflected in the metal plate. If you will introduce a proper illumination but put the plate in the empty room with dark grey walls and the floor, only that grey space and the source of light will be reflected. If you will put the metal plate in the forest during the daytime, everything will be reflected. In your scene the background is dark grey. It is what is being reflected. In files exported from s4s the global illumination is enabled by default and is set to be much brighter than the default 1. This is what illuminates your garment uniformly. Then there are light in the scene which you can see in the outliner. Their reflections are the lighter specs on your garment. Now, the reason your garment does not look like the one in the tutorial is because it is relevantly smooth/flat. There is no wrinkles, no folds, no fine details, nothing to create this complex situation.
Normally people introduce an image for the environment to make the reflections more complex and realistic but it is best to not do it for ts4 items because, well, if there is a chair in the image and its reflection will be baked into texture, it will be awkward to see that chair reflection in the game where it does not exist.
61 samples is not enough to give you the noiseless result. Try at least 200. Decrease Light passes to 2 to reduce rendering time. Also, once you import your garment in s4s, do not export it back, it is chopped up and triangulated. And the garment's uvs are stretched horizontally.
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Post by wafflesim98 on Feb 15, 2021 9:23:54 GMT -5
Hi. A metal plate has no reflection in the dark. If you will introduce a small source of light that does not illuminate much, only that light will be reflected in the metal plate. If you will introduce a proper illumination but put the plate in the empty room with dark grey walls and the floor, only that grey space and the source of light will be reflected. If you will put the metal plate in the forest during the daytime, everything will be reflected. In your scene the background is dark grey. It is what is being reflected. In files exported from s4s the global illumination is enabled by default and is set to be much brighter than the default 1. This is what illuminates your garment uniformly. Then there are light in the scene which you can see in the outliner. Their reflections are the lighter specs on your garment. Now, the reason your garment does not look like the one in the tutorial is because it is relevantly smooth/flat. There is no wrinkles, no folds, no fine details, nothing to create this complex situation.
Normally people introduce an image for the environment to make the reflections more complex and realistic but it is best to not do it for ts4 items because, well, if there is a chair in the image and its reflection will be baked into texture, it will be awkward to see that chair reflection in the game where it does not exist.
61 samples is not enough to give you the noiseless result. Try at least 200. Decrease Light passes to 2 to reduce rendering time. Also, once you import your garment in s4s, do not export it back, it is chopped up and triangulated. And the garment's uvs are stretched horizontally. Thank you! Where are the light passes ? How do I use them?
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Post by mauvemorn on Feb 15, 2021 10:12:32 GMT -5
Sorry, it’s light paths. It’s a sub menu below sampling. You can just google “blender light paths” and there will be a pic. There is Bounce, change Max and Min from 12 to 2
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Post by wafflesim98 on Feb 15, 2021 10:31:35 GMT -5
Sorry, it’s light paths. It’s a sub menu below sampling. You can just google “blender light paths” and there will be a pic. There is Bounce, change Max and Min from 12 to 2 Hi! Thank you:3 I tried increasing the sampling and change the light paths yet it s not working
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Post by mauvemorn on Feb 15, 2021 11:06:06 GMT -5
I baked with 1000 and it was pretty clean but took around 18 minutes to bake ( my pc is old tho, it might be a lot faster for you ) But again, either use the mesh before you imported it in s4s or remove doubles, you can see where the mesh is cut in the baking result
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Post by wafflesim98 on Feb 15, 2021 11:30:35 GMT -5
I baked with 1000 and it was pretty clean but took around 18 minutes to bake ( my pc is old tho, it might be a lot faster for you ) But again, either use the mesh before you imported it in s4s or remove doubles, you can see where the mesh is cut in the baking result I tried 1200 , i still don t have lights xD
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Post by wafflesim98 on Feb 15, 2021 12:06:31 GMT -5
I baked with 1000 and it was pretty clean but took around 18 minutes to bake ( my pc is old tho, it might be a lot faster for you ) But again, either use the mesh before you imported it in s4s or remove doubles, you can see where the mesh is cut in the baking result I tried 1200 , i still don t have lights xDAre there any other way to make satin textureS?
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Post by mauvemorn on Feb 15, 2021 16:13:01 GMT -5
Samples are related to quality, the higher they are, the less noise there is. They have nothing to do with the material and reflections. You do have light reflections in the bake result... they are just soft and weak. Just bake ambient occlusion and compare what Combined bake result looks like and uniformly lit (ao). Move the lights sources closer if you want smaller spots and increase the intensity of light sources if you want the reflections to be brighter. Do not expect dramatic improvements tho, there are no fine details or complex environment to reflect.
no, there is no other way
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Post by wafflesim98 on Feb 15, 2021 18:26:52 GMT -5
Samples are related to quality, the higher they are, the less noise there is. They have nothing to do with the material and reflections. You do have light reflections in the bake result... they are just soft and weak. Just bake ambient occlusion and compare what Combined bake result looks like and uniformly lit (ao). Move the lights sources closer if you want smaller spots and increase the intensity of light sources if you want the reflections to be brighter. Do not expect dramatic improvements tho, there are no fine details or complex environment to reflect. no, there is no other way Thank you <3
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