Texture maps question

in The Commons
I was sent a room model by a very generous friend, but I am not sure where to put the maps, and he doesn't use Daz so he doesn't know either. The normal map must be in the normal maps so I have figured that one out, but: Height, Metallic, Mixed_AO and Roughness where do they go? I converted the materials to iray using iray uber base. And also: does daz iray use normal maps in directx or openGL? he wrote that he exported the normals in directx. I have no idea what this means and I am very eager to try the model so I am very grateful for replies for this .
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No one? I would really appreciate some help with this.
Studio uses OpenGL for normal maps. A DirectX map would need converting: this is done by inverting the green channel. It can be done in an image editor; in fact if you have IrfanView image viewer it can be done in that (Image/Negative (invert image)). The height is probably a displacement map, but I would have to see it. If it appears to have a lot of detail you can put it in the Bump slot of the Iray surface, otherwise it would go in Displacement. The model may not depend on it too much, so you could try it without this map. Roughness goes in the Glossy Roughness channel in basic use. The Iray shader doesn't use an AO map. It may be useful for something else, depending on what it looks like.
Don't bump.
of your friend's own making? If it was from somewhere else does it allow redistribution?
Thank you so much for the reply, it was very helpfull!
Sorry to be impatient!
He made the room totally by him self, it's a very skilled 3d modelling artist.
Sometimes in game engines there also might be textures which combine different usually grey maps together. Maybe the one you mentioned above Mixed_AO and Roughness or did you mean Mixed_AO and Roughness.
Meaning do you have two files? One for Mixed_AO and one for Roughness? Or one file with combined information?
Iray expects only grey scale images for Roughness. However if you open your image and it is not grey scale it likely is a combined map, where one color channel is one of the mentioned informations. Maybe in this case Ambient Occlusion (AO) is mixed with Roughness. Iray does not need AO only roughness. So you would need to extract the one color channel containing the Roughness and save it to a grey scale image.
Hope this is not too confusing, just ask if you need more help. I posted a tutorial on how to use textures from Texture Haven in Iray. This should also give you some pointers in your case:
https://www.renderosity.com/mod/tutorial/?tutorial_id=3070
That's helpful, thanks. Now how would one go about turning these into a shader preset, in order to save time on future projects?
You said it yourself.
"Save": look under Save As; I'd use Material option, once you're happy with it. Well, even before you're happy with - as crashes happen. You can just keep overwriting it.
Just be sure that the textures you are using are in the correct Studio readable library: A_Library > Runtime > Textures > Wherever.
After your have set up all the textures you want/need you can select the object in the Scene tab and afterwards the material in the Surfaces tab.
Now you select the menu File → Save As → Shader Preset...
You can select the surface parameters you want/need the new shader to have. In case you are not sure just select all.
Saving as a material preset is also possible (just use File → Save As → Material(s) Preset...), however this also takes the material names into account. Therefore it is more difficult if you want the settings applied to a different object that has different material names.