I have a mesh that has different elements, somme are a really glossy "plastic" material kinda like latex, some are cloth based and others have a non glossy plastic material. Attachments: Up to 5 attachments including images can be used with a maximum of 2.
Sorry i dont have the maps on the system im currently writing from, i was just curious how to correctly use the standard surface shader since i noticed that it only has inputs for spec, metalness and roughness but not for gloss while the physical material has a "invert" button to switch between roughness and spec. Does that mean i simply have to invert my roughness or spec maps depending on my pbr workflow if i want to use gloss maps with standard surface?
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How to use Basic Texture Maps
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Dear Lee, I do not know the materials of Arnold. Let's say the wood, rubber, glass, etc. Do you know any link where I can familiarize with them? Thank you! Is it possible to layer materials on a Fluid? Why is my window material reflecting gray?
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Write an Answer. Write an Answer Hint: Notify or tag a user in this post by typing username. Welcome to the Arnold Answers community.Toggle navigation Polycount. Author: panicpancho. Nov So I was wondering if anyone knew any good links to articles on Gloss maps or could tell me the difference between a spec and gloss map? From what I have read so far, a gloss map is mostly used for metal or plastic.
But how is different is a gloss map supposed to look apposed to a specular? And help would be greatly appreciated.
A gloss map defines the size of the specular highlight per pixel also called specular power, where as a a typical specular map defines the intensity per pixel meaning it represents the amount of light reflected. JacqueChoi interpolator. Black white and grey are your friends. Change the Specular with the Grey Map, and see what happens. Change the Specular with the White Map, and see what happens. Notice the difference? Change the Gloss with the Black Map, and see what happens.
Change the Gloss with the Grey Map, and see what happens. Change the Gloss with the White Map, and see what happens. Despite any dictionary definitions anyone might give you. You probably won't really understand it unless you do it for yourself. Hey guys thanks! I am going to start practicing right away! So with an engine like UDK are people generally making gloss maps for there shaders?
Or is it more common with next-gen consol games to just plug in a constant into the specular power input? Envart polycounter lvl 6. Is there a hard and fast rule about the size of the specular highlight with regards to material types?
So for instance, a polished pool ball will have a tighter highlight, and a slightly matte old, painted metal will have a larger one? Generally the smoother the surface, the smaller and sharper and stronger the highlight should be.Python wind rose charts
Keep in mind that specular is a cheat and it's easy to mess it up. Best thing you can do is to ask the coders to write a physically correct, energy conserving shader. Computron polycounter lvl 7. What about in UDK?
What type of shader is commonly used there for AAA level graphics like say Gears 3? Sorry one more question, where would you plug in the gloss in Maya or UDK?? Some shaders might pack this data into one of the other textures, such as the alpha channel of the specular texture. Okay thanks a lot my friend that was a lot of help! Could be worth mentioning, but they Blinn and Phong shaders in Maya do have attributes that control similar features as gloss do.
So it is possible to get similar results in this case. Hey thank you again to both of you guys I am defentiely going to try the cgfx shader first and then I will try Udk.Toggle navigation Polycount. Author: Vizimir.
ToRuKMactO polycounter lvl 6. Jan I have painted 2 or 3 times on MudBox, there is a way that I could do it on Photoshop or using another map??? Some Works I would like to use Gloss Maps.
JedTheKrampus polycounter lvl 6. What renderer are you targeting? Toolbag 2? Mental ray? All of these use gloss maps somewhat differently. If you consider that Specular aka Specular reflection is a reflection of the environment around your object where black on your spec map indicates 0 reflection and white indicates very reflective then glossiness indicates to the shader how 'broken up' or diffused the reflection is.
Dirt and dust on the surface will get in the way of the reflection and lower the glossiness level. Water and other liquids which are very glossy will raise the glossiness level of whatever material the suface is you can see the effects of dirt on glossiness in this image. In terms of it's relation to the spec map, both are black white maps, where white means very reflective in the spec and glossy in the gloss and black means not very.
You'll find though that the relationships between the two maps are different - here's an example of spec and gloss maps. As JedTheKrampus rightly points out, different renderers interpret the levels of your maps in different ways so you'll have to use your eyes to ultimately finesse the shader to look right.
Some other renderers SolidAngle's Arnold don't have a parameter named gloss, instead having a "Roughness Parameter" which, when you think about it is the same thing both go from rough to glossy. I saw a quick vid on from Gleb Alexander on lesterbanks. It's written for blender but the concept holds up.
Subscribed in this thread only because of your post. Again, a huge thanks. No probs mate, happy to be of help Oskar. Do you mean the best realtime engine to preview in? Ingemar Lundgren. The whole point of DDO is map generation. Why not use that? Just click the exporter when you done texturing in DDO and it generates all the maps you need.
In some PBR renders like Octane render the glossy goes in to the roughness node and also needs to be inverted. Eric Ramberg. Ingemar Lundegren - You are absolutely correct, the purpose of DDO is map generation and the fact that you can pick and choose which maps you want for your textures, thereby saving a lot of time!
PlateCaptain, try one of the generic PBR presets. Should work pretty well. Have not used Cycles for a long time but its pretty similar to Octane and Octane works quite well with any on the PBR ones except you have to invert the glossy map and plug it in to the roughness node. If i remember correctly Cycles also calls glossy roughness?
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Click Hover. Left Center Right. Fixed Floating. I find this completely hilarious because, up until a couple months prior to that, I had no clue how to use them either.
Would be freaking weird to start asking about gloss maps without knowing what spec maps are for. But if this is the case, and you are crazy, the easiest way to put it is that specular is reflection of dynamic, point, spot, and directional lights in relation to games.
So when using specular maps in game art, the spec map dictates which areas on the model are going to be reflective of this light and by how much.
Of course it is. But hold on, not every type of material has the same specular values. We have surfaces like brick and fabric which are rough and have a very diffuse specular. And then we have smooth surfaces like metal, car paint, and crystal. How the hell do we control this madness?! Whoa whoa whoa… Calm yourself! Have a cup of tea, sit down and I will explain this for you. Dramatization aside, gloss maps are grayscale representations of the specular widths of a material or grouping of materials.
Find your texture map you wish to apply your gloss map to, and separate out how many different materials you have there. For correct specular representations in the context of UDK you could assign the frame and the glass two material IDs in your 3D suite of choice, and then make two different shaders to assign on your model in UDK, and tweak the specular power of each to match how it should look.
To get around all of this extra work, you can use a gloss map to do that work for you.I resent my husband because of his family
This produces a tighter specular width and gives a much more accurate appearance of specular than if you had no gloss map and a single specular width evenly applied to the specular areas. And since I bring up the subject of specular width, I feel inclined to explain that in more depth.
In explaining gloss maps to the people on twitter, it seemed that the concept really clicked with them when I mentioned specular width.Toggle navigation Polycount. Author: manuherrador.
How to generate a gloss map
Optimus polycounter lvl 2. Dec Eric Chadwick admin. Yes there is. Look up PBR on our wiki, and start checking out the links. Yeah, but that still doesn't answer the question - because we have no clue what you already can or cannot do.
This takes about 15 seconds to create in Photoshop with just a very basic understanding of the program, which is obviously a requirement before diving into texturing. Therefore there is a very strong disconnect between what you ask some kind of automatic way to "generate" I'll reformulate.
Generating it Also : if you are currently not comfortable with photoshop or image editors in general, focus on that for a while first. Lastly, a very important thing to consider : User wants to do X. User doesn't know how to do X, but thinks they can fumble their way to a solution if they can just manage to do Y. User doesn't know how to do Y either.
User asks for help with Y. Others try to help user with Y, but are confused because Y seems like a strange problem to want to solve. After much interaction and wasted time, it finally becomes clear that the user really wants help with X, and that Y wasn't even a suitable solution for X. This is referred to as "the XY problem" and this is probably what you are running into at the moment.
It only takes a minute to sign up. I have never seen anyone apply a gloss and a spec. Some also have a height map which I assume I am supposed to just use on a displacement modifier.
Here are a couple of examples to illustrate some of the possibilities of nodes using a single texture like this:. Using the texture as roughness on the glossy shader, the roughness value is determined by the brightness of the image, dark areas are more reflective.
Working with Gloss Maps
Using the image as Roughness on the glossy shader and as Displacement bump map on the material output:. I used the 4 images on their pricing page in my demo. Click for full size.Biology 103 lab 2 answers
The Albedo Map goes in to the Diffuse node as the base color. The Specular Map goes in to the Glossy node as the specular color. The Gloss Map is used as the mix factor in the Mix Shader node between the diffuse and the glossy. The Normal Map get plugged in to a Normal Map node then connected to both the diffuse and the glossy nodes. Specular maps should be plugged into either a mix node factor input or into a glossy shader's color input if the material is a metal do the later and do the former if it isn't.
Height maps can be plugged into the displacement input of your material output, fed through a bump node or used in a displacement modifier. Sign up to join this community. The best answers are voted up and rise to the top.
Home Questions Tags Users Unanswered. How do you apply a gloss and spec map on one cycles material? Ask Question. Asked 5 years ago. Active 3 years, 3 months ago. Viewed 21k times. David Robots Robots 2 2 gold badges 2 2 silver badges 9 9 bronze badges.
Active Oldest Votes. Using the image as Roughness on the glossy shader and as Displacement bump map on the material output: Using the image as a mix factor for two different shaders: Using an RGB Curves node to alter the contrast of the image used as factor. Using RGB curves to control the displacement As you can see, there are quite a number possibilities for endless fun. Click for full size The Albedo Map goes in to the Diffuse node as the base color.
David David Granted changing the roughness is a way to make a material less glossy in parts, it is not the only way, nor even the "correct" way. I would suggest you try to make a glossy material, with parts of it not glossy and having a color by just changing the roughness.
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