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  • Asphalt

    I have a 3d scan material set of textures from Textures.com.

    https://www.textures.com/download/3dscans0119/132151

    We have the usual set of textures.

    Albedo = Diffuse Slot
    Ao = Multiplied composite onto diffuse
    Roughness = Reflection slot+RGlossiness (i have inverted this texture via output)
    Height = Not used as not using displacement
    Normal map = In VrayNormalMap, in bump slot. (Gamma switched from Automatic to 1.0)

    See attached images.

    The first one 'Normals'. is set up as above. This seem's incorrect to me, almost as if the bump/normal information is inverted.

    The second one 'Normals_Inverted', is set up as above with one difference. I have inverted the normal using output. This seems correct to me.

    I guess the question is, is it normal (no pun intended) to invert scan normal maps like this? As you do with roughness for reflection maps? Or am I going wrong somewhere else?

    Cheers







    Last edited by DanSHP; 01-02-2019, 03:02 AM.

  • #2
    I never used the scanned materials from textures.com, but it might be possible that these materials only work correctly when using displacement. The height map generates the correct geometry, and the additional normal map then might "push in" certain parts to get the correct result.
    https://www.behance.net/Oliver_Kossatz

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    • #3
      Originally posted by kosso_olli View Post
      I never used the scanned materials from textures.com, but it might be possible that these materials only work correctly when using displacement. The height map generates the correct geometry, and the additional normal map then might "push in" certain parts to get the correct result.
      I really want toa void using displacement on my roads. It looks good, but render build times are too long at decent quality settings.

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      • #4
        Originally posted by DanSHP View Post

        I really want toa void using displacement on my roads. It looks good, but render build times are too long at decent quality settings.
        Use 2D-mode if possible. Works quite well, I used the same technique here. Scene building time was short.

        https://forums.chaosgroup.com/forum/...megascans-test
        https://www.behance.net/Oliver_Kossatz

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        • #5
          Originally posted by kosso_olli View Post

          Use 2D-mode if possible. Works quite well, I used the same technique here. Scene building time was short.

          https://forums.chaosgroup.com/forum/...megascans-test
          Using the combination has helped, and using 2d displacement has helped a little in terms of build times.

          I still have to invert the normal map for it to look anything like it should. This is strange to me.

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          • #6
            Originally posted by kosso_olli View Post

            Use 2D-mode if possible. Works quite well, I used the same technique here. Scene building time was short.

            https://forums.chaosgroup.com/forum/...megascans-test
            I should mention we are in 3.6

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            • #7
              This is the thumbnail and no matter what I do, it doesn't seem to match it in depth of displacement. Also it seems as light is not reaching the right areas.
              Last edited by DanSHP; 01-02-2019, 05:38 AM.

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              • #8
                Are you able to share these assets? There must be a way to get this right!
                https://www.behance.net/Oliver_Kossatz

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                • #9
                  Originally posted by kosso_olli View Post
                  Are you able to share these assets? There must be a way to get this right!
                  I can. At 1500px or I'll get told of!

                  See attached!

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                  • #10
                    You will need to make sure that when you load Normal map to use gamma 1.0 and plug that map in Vvraynormal map and "Flip green" checked to get the correct behavior.
                    different software require different treatment -AKA handedness -(Max vs Maya /Unity vs unreal )so unfortunately, As far as I'm concern there is no way to make it work out-of-the-box with all applications.
                    Last edited by M.Max; 02-02-2019, 07:56 AM.
                    -------------------------------------------------------------
                    Simply, I love to put pixels together! Sounds easy right : ))
                    Sketchbook-1 /Sketchbook-2 / Behance / Facebook

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                    • #11
                      Originally posted by M.Max View Post
                      You will need to make sure that when you load Normal map to use gamma 1.0 and plug that map in Vvraynormal map and "Flip green" checked to get the correct behavior.
                      different software require different treatment -AKA handedness -(Max vs Maya /Unity vs unreal )so unfortunately, As far as I'm concern there is no way to make it work out-of-the-box with all applications.
                      Excellent! Working great.

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                      • #12
                        I wonder if the poliigon material converter does this correctly: https://help.poliigon.com/tools-and-...don-for-3dsmax
                        A.

                        ---------------------
                        www.digitaltwins.be

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                        • #13
                          Originally posted by Vizioen View Post
                          I wonder if the poliigon material converter does this correctly: https://help.poliigon.com/tools-and-...don-for-3dsmax
                          Interesting. Looking through their tutorials, they suggest overiding all data maps (reflect/rough/bump etc) to 1.0 gamma. I always thought this was just for Normal maps. Anyone care to clear this up?

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                          • #14
                            Originally posted by DanSHP View Post

                            Interesting. Looking through their tutorials, they suggest overiding all data maps (reflect/rough/bump etc) to 1.0 gamma. I always thought this was just for Normal maps. Anyone care to clear this up?
                            Anyone?

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                            • #15
                              Luminance maps and normals are RAW ie. 1.0 Anything that is RGB needs to be corrected. Bump map displacment map would be single value / luminance and therefore 1.0. A reflection colour map would be gamma corrected.
                              Website
                              https://mangobeard.com/
                              Behance
                              https://www.behance.net/seandunderdale

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