Announcement

Collapse
No announcement yet.

Roughness question...

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Roughness question...

    Hello, I've been trying to figure out a seemingly simple thing, but I'm completely missing something. All I'm trying to do is control the amount of roughness. I've setup a very simple material with a b&w checker . So, my understanding was that 'white' areas are where the roughness is visible and black isn't.... and that the amount visible was controlled by the roughness value; 0 = nothing and 1=100%. However, with the attached images, a value of 0 is the same as 1; no change at all? What am I missing!?

    Click image for larger version

Name:	Roughness_at_0.png
Views:	209
Size:	1.22 MB
ID:	1168091 Click image for larger version

Name:	Roughness_at_1.png
Views:	206
Size:	815.8 KB
ID:	1168092
    Instagram:
    https://www.instagram.com/deebee_cg/

  • #2
    Roughness amount is overwritten by the map value in the map slot. In order to use the value in the shader you need to reduce the map amount where the checker is plugged into the shader's roughness. Its a bit confusing and not very intuitive imho.
    Dmitry Vinnik
    Silhouette Images Inc.
    ShowReel:
    https://www.youtube.com/watch?v=qxSJlvSwAhA
    https://www.linkedin.com/in/dmitry-v...-identity-name

    Comment


    • #3
      Thankyou! smh
      Instagram:
      https://www.instagram.com/deebee_cg/

      Comment


      • #4
        Correct: the maps are not masks, they are drivers.
        You can control roughness exactly by plugging a vrayColor into the checker map slots, and then setting both to white, and controlling roughness via the float RGB multiplier (i.e. it's in the 0-1 range.).
        Values above 1.0 and below 0.0 are clamped to the normal range.
        Lele
        Trouble Stirrer in RnD @ Chaos
        ----------------------
        emanuele.lecchi@chaos.com

        Disclaimer:
        The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

        Comment

        Working...
        X