Hi Olaf. thanks for the kind words. I used specular/gloss workflow at download and ggx export at bridge. Think it same as vray, no reason to use roughness instead. In general they are not very relevant with other than gaming engines, but after some feedback they made it plug and play cheers
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Originally posted by Pixelab View PostIsn't roughness just the inverted glossiness ?
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Yes it is. Im so used to vray gloss workflow though idk if one day roughness/metalness becomes the industry stndr. Right now, using substance painter to vray is just really weird. Either in terms of where to plug what from the default vray preset, or if u make ur own, are a lot of things u need to keep in mind so what u do matches.
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Originally posted by thanulee View PostYes it is. Im so used to vray gloss workflow though idk if one day roughness/metalness becomes the industry stndr. Right now, using substance painter to vray is just really weird. Either in terms of where to plug what from the default vray preset, or if u make ur own, are a lot of things u need to keep in mind so what u do matches.
PBR is just confusing everyone with the name, which is based, I believe, on a Walt Disney Animation Studios paper presented at Siggraph 2012
Here is an intresting read, although I'm not sure everything is correct in this paper : https://docs.google.com/document/d/1...CHo26c_g/view#
You'll find other (and better) examples in this forum on the subject
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Originally posted by Pixelab View PostVRay renderer is superior to "PBR" (and most of other offline renderers are too)
U cant map the glossiness per grazing angle for example in substance or quixel. PBR doesnt add to quality in materials, good textures do. Substance is a great tool btw if u spend time baking all the maps etc, but still not needed unless ur models depend heavily on diffuse. Texturing procedurally with vray dirts is my favorite thing
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Sorry to dig up an old thread but I have a question.
I'm testing Megascans now and trying to work out the best way to set up a material in Vray. I used the bridge to export to Vray and then used a composite map to multiply the AO map over the Abledo map which gives me the diffuse. I've inverted the Roughness map for the glossiness and do I plug the Displacement map in to the displacement slot on the material? Or use VrayDisplacementMod instead? And what goes in to the reflection slot?CGI Artist @ Staud Studios
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Hello, well if u choose vray GGX as a preset from bridge, everything is set u dont need to do anything
Fyi, displacement is only needed if u use something less than the high detail object. I d use it as a vraydisp modifier in that case. Cheers
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