Just wanted to see if someone had or knew of a digram that demonstrates where each texture map would be inserted, and to what slot, for the VrayMtl. Trying to work on my realistic materials and I would like to know where to plug in the maps that would add to the look of the materials. Reflection, specular, glossiness, ior, etc.
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You need different ones plugged into different slots for different types of materials, and different artists using different engines might create the same material in completely different ways. So unfortunately, there is no simple diagram you can find that will let you just match textures you download to the slots of a VrayMtl and be confident that your result will look realistic. You need an understanding of what each of the slots in the VrayMtl does, and how to modify and mix textures to get the look you want. I'd suggest watch any Vray shading tutorials you can find, and practice matching materials to reference photos to help you with that.
That being said, to get you started:
albedo/diffuse/color, or any texture that looks like it's just a photo of the real material --> color
reflection/specular, or anything that controls the strength of the reflection --> reflection color
glossiness/roughness, or anything that is supposed to control the blurriness of the reflection --> glossiness (might need to be inverted)
bump/normal --> bump (Need to change type if it's a normal map)
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What dgruwier said. It translates to any renderer, as there's a lot of different workflows that can get you the same result.
Also, as a starting point, you can check our documentation on VRayMtl, we've added some examples to help demonstrate what each parameter does and why/how it's useful: https://docs.chaosgroup.com/display/VRAY4MAX/VRayMtl
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