Hello!
My team and I are trying to output Physically Based Rendering (PBR) texture maps for VRay materials inside of 3DSMax 2021.
It seems this is possible due to some documentation written here on the ChaosGroup documentation: (bottom screenshot)
https://docs.chaosgroup.com/display/...lectGlossiness
Using the RENDER TO TEXTURE feature we are exporting the following elements:
Diffuse: VRayRawDiffuseFilterMap + VRayRawGlobalIlluminationMap
Normal: VRayBumpNormalsMap
Roughness: VRayMtlReflectGlossinessBake (invert result)
Metalness: None
We are struggling with the Roughness and Metalness maps. We are unsure what elements are best for capturing these. Anyone have experience with this process who can provide some insight on what elements we should we be baking out or maybe even another workflow we havent considered?
Thanks!
-Chase
My team and I are trying to output Physically Based Rendering (PBR) texture maps for VRay materials inside of 3DSMax 2021.
It seems this is possible due to some documentation written here on the ChaosGroup documentation: (bottom screenshot)
https://docs.chaosgroup.com/display/...lectGlossiness
Using the RENDER TO TEXTURE feature we are exporting the following elements:
Diffuse: VRayRawDiffuseFilterMap + VRayRawGlobalIlluminationMap
Normal: VRayBumpNormalsMap
Roughness: VRayMtlReflectGlossinessBake (invert result)
Metalness: None
We are struggling with the Roughness and Metalness maps. We are unsure what elements are best for capturing these. Anyone have experience with this process who can provide some insight on what elements we should we be baking out or maybe even another workflow we havent considered?
Thanks!
-Chase
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