So I understand the Metallic material until I get to the normal map. I have a bunch of PBR materials I bought from CGAxis and I have tried a few ways of setting up the normal map but it never seems to render correctly. What’s the typical workflow? Tangent Space? I assume values need to be low. If I set them to anything above .1 it really seems bizarre.
I’ve found that Tangent or World Space seems to work best for me. I almost always end up dancing between them to find the right setting, though.
As i remember, the gamma should be set as rendering space, not screen space..
This is correct. A short explanation is available at https://youtu.be/Vh-qMuKHPqc?t=1103
Thank you! I had watched this video a while back. This was very useful to carefully watch again.
One other thing that might be usefull: if you are using reflection- glossiness workflow and have a roughness map, you can convert it to a glossiness map just by inverting the colors.