Issue with map slots not showing for some property sliders in Base Mixing: PBR Metallicity Roughness

Issue with map slots not showing for some property sliders in Base Mixing: PBR Metallicity Roughness

The property sliders are there, but it seems some of the key ones don't have map slot option. Could these partially switched off or something?
Metallicity for example just has the slider without the white triangle for the map slot, whereas base colour does. Following are the properties missing their map slots:

No texture slot for Metallicity, Glossy Layered Weight, Glossy Relectivity, or Refraction Index.

It is strange, as I checked this with a good friend who is more experienced using Daz3D, and with him displaying the same set up in a screenshot, Base mixing PBR Metallicity/Roughness, all those properties did have texture slots, so I'm not sure what is going on with mine which is denying them to me.

Both materials are based off of an Iray Uber Base.

 

Any help with this would be most appreciated.

Thanks in advance.


 

Comments

  • So basically I'm asking how you select the option to turn on the texture map slot so I can use an image map to drive the Metallicity.

  • Is there some setting in Daz3D that turns off the map slot for the Metallicity slider? If so where do you switch it on again? I'm having an iisue where I'm trying to get my imported PBR textures working in Daz, but for some reason under the Iray Uber Base material I'm not getting the option to add a texture map into the Metallicity slot. Anyone have any idea why that might be? And how to rectify it?

     

    Cheers for any help in advance.

  • SzarkSzark Posts: 10,634

    Metaicicty doesn' t use a Texture but a strength map and I am sure both shaders Metal/Rough and Spec/Gloss have a slot for the maps.

     

  • Oso3DOso3D Posts: 15,041

    I've had that problem intermittently and have no idea why.

    What I do is copy the shader, apply some random Metallicity shader (i.e.: not Iray Uber), then paste the original stuff back.

    It's dumb but I think it usually works

  • Richard HaseltineRichard Haseltine Posts: 102,436
    edited September 2017

    Split comments from: To Iray Metalicity or to not that is the question and merged with this thread to avoid duplication.

    Post edited by Richard Haseltine on
  • Szark said:

    Metaicicty doesn' t use a Texture but a strength map and I am sure both shaders Metal/Rough and Spec/Gloss have a slot for the maps.

     

    Well it was the fact that I had no access to a map slot for the property which was the problem. Seeing it with a fresh set of eyes today I seem to have figured out what the issue was, and will note it here for anyone else having this problem. Clarity came when I noticed that not all my Iray Uber Material Surfaces were suffering from the same issue, some had map slots in the Metallicity properties all present and correct. So then I just had to figure what was different about the problem Surfaces. Turns out that the difference was that I was using a surface gleaned directly from the mesh as it was imported (so still named wire_0000000etc), now I have little experience using Daz, so am unaware if materials should work in this instance properly or not, but to rectify the problem I just created a new Surface Group from that mesh selection and on applying the Iray Uber Base it was all fully functioning with map slots present and correct again.

  • So with that problem fixed, now a related question. I am playing around with it now and already getting results more like I expected and in line with what my renders from Substance Painter and 3DS Max looked like, but I'd like to ask the community here, what the best conversion of PBR Metallicity/Roughness from Substance over to Daz3D is? With regards to the slots to use in relation to the texture maps that I'm bringing over which are as follows:

    Base Colour

    Metallic

    Roughness

    Height

    Normal

    Now some are more obvious as they have direct counterparts such as Base Colour, Metallicity (now I have it working) and Normal, but there are some with multiple possibilities which I'm currently experimenting with within Daz3D. I'm just asking if anyone has a definitive solution?

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