1. in Blender? ... that get's complicated :
What renderer aka what material/shading model is used?
How do you port things back to DAZ?
a) for the default Blender-renderer I simply don't know, sorry ... never use that thing. But that's probably what must be used to port correctly :/
b) for a
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-based materials the reflection is set via the
roughness-value. That's for Blenders 'Cycles'-renderer or 'IRay' in DAZ, that's the modern way to do materials professionally.
The DAZ
Iray Uber shader is the equivalent/similar to the Cycles
Principled BSDF shader.
I really doubt that PBR-Cycles materials will import back to DAZ which makes setting up these materials in Blender pointless.
Usually I only setup different colored materials in Blender so that I have the surfaces in DAZ. Then I convert everything to
Iray Uber shaders. I don't think there is a way to import things from Blender directly with
Iray Uber shaders. I do the material-assignment in Blender and the actual material-shader in DAZ so to speak.
!DISCLAIMER!: probably pointless:
Assuming you do what the "mainstream" does and use a PBR-material:
1. switch Blender to the 'Cycles Renderer'
2. switch Viewport Shading to 'Rendered'
3. create a material with a '
Principled BSDF' surface, (set Base Color to test)
4. assign material to surface in edit-mode
5. play with
roughness-value, lower = more reflective
Maybe move the light near the surface to see the reflection.
For wood you'd want a high roughness value and metal a low value. It's the same for Iray Uber shaders. They follow the same principle.
This is how one would set it up
for Blender. For realistic looking materials you'll need the 'Node Editor' in Blender and you'll have to dig yourself through the whole PBR-topic. If I remember correctly
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btw.
I've learned from this tutorial series:
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2. Maybe mirror the object via negative scaling on an axis:
-select object
-type 's', then 'x' for the axis and '-1' enter