If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.
Exciting News: Chaos acquires EvolveLAB = AI-Powered Design.
To learn more, please visit this page!
New! You can now log in to the forums with your chaos.com account as well as your forum account.
Heyya
Typically metalness expects a float and if you switch your texture to a float node type it works. That being said, I can see in newer builds we can render color3 textures in metalness while in the regular USD context so it seems like something is missed for MaterialX documents and I've logged that for review.
Overall, if we add the support for color3, the look would likely be the same as float as that seems to be what the material expects and the conversion would be mostly for utility. I see there's a difference with Arnold but I'm not sure that's entirely desired and I'll tell you once we've had a better look. But my suggestion would be to use float type.
Yeah, it seems Arnold is indeed taking the red channel which in the case with a coloured texture is different than the overall intensity (which is what we use in V-Ray).
An oversight in my original answer was that you had connected the red channel which is a float. I've logged it and we'll see what can be done but my original recommendation remains. Overall metalness expects float type textures with values from 0 to 1 which would usually mean black and white textures. I can see some merit in using colored textures to isolate specific masks via the red green or blue channel but I'm unsure if that's the use case you're going for or how common of a workflow it would be. Also it seems to me that Arnold isn't reading any of the other channels (green or blue)
Any arguments for colored textures or other aspects of this are welcome here so the solutions can be better defined for the team
If i use a black and white image its working as expected if i set the node to flaot.
As a metalness is usually only black and white this does work for me.
Comment