Question Regarding "Glossy Roughness" and Roughness Maps
Hasnotalent
Posts: 2
in New Users
I was just curious, if you put a roughness map into the "Glossy Roughness" section of an IRAY surface (assuming that's the place a roughness map belongs, but I'm pretty sure it is), what does changing the bar do at this point?
I guess what I'm asking is, does the bar then represent how much of the map the roughness is dependent on? For instance does setting it to "1" make the roughness completely dependent on the information from the map?
Or alternatively, is the bar just an adjustment unrelated to the map itself? Something extra you can use to fine tune how much roughness you want the surface to have?
Thanks for your time.
Comments
When you have a value and a map on the same property they are multiplied together - so if the map was mid-grey and the slider was 50% (or also mid-grey if it was a colour property) you'd end up with a value of 0.25 for the property (0.5*0.5).
So essentially having the value set to 1 will leave this up to the map (1* whatever the value on the map is). I had kinda assumed it worked this way based on my tests. My goal is to get the most accurate representation of the textures I've made in Substance painter into DAZ, so I suppose I will be setting this value to 1 the majority of the time. Please correct me if I've misunderstood anything here.
One thing I'm slightly confused about is that I noticed when I put a height map into the bump map setting, setting the bump map slider to 1 was significantly more bumpy than what my original texture was, does this slider also function in the same way? If so, why would my result be that way?
Thanks for the help, I really appreciate it!
That's correct.
Were the minimum and maximum values the same? Those combine with the strength (in my view should always be used instead of the strength) to determine the effect of bump and displacement.
Nevermind, I have a silly brain. Just noticed the bump slider goes all the way to 50 instead of just to 1. No wonder it got so bumpy! Thank you for the help!