Where to set textures from Poly Haven for iRay?
Michal P.
Posts: 77
Very good textures can be downloaded from Poly Haven
I'm not sure where to use some of these for the iRay shader. Any tips on where to use them? Here is an example of my assumptions:
fabric_leather_01_ao_4k: Glossy Layered Weight
fabric_leather_01_arm_4k: ???
fabric_leather_01_diff_4k: Base Color
fabric_leather_01_disp_4k: ???
fabric_leather_01_nor_gl_4k: Normal Map
fabric_leather_01_rough_4k: Base Bump
fabric_leather_01_rough_ao_4k: ???
Comments
"Disp" is displacement, but could potentially double as bump, and Iray doesn't really do AO, so you don't need to worry about those. "Rough" is roughness, which would go in dual lobe specular roughness, and possibly also dual lobe specular weight.
Thank you very much. I actualy do not see "dual lobe specular roughness". There is "Dual Lobe Specular Weight" or "Specular Lobe 1 Roughness". How about to use "rough" in "Glossy Roughness"?
There should be Specular Lobe 2 roughness as well (hence "dual lobe"). You could use the roughness map for any roughness parameter you want.
Also, I couldn't guess what "arm" would be, so I checked out the Polyhaven page. It's AO/roughness/metallicity. I don't know what the map looks like, but you could potentially use it as an alternate roughness map, if it looks different from the dedicated roughness map at all.
I think arm is for apps that use a single image with 3 functions color coded?
ARM files seem to work OK in Studio. Use the same file in Metallicity and in all the Glossy Roughness channels.
Studio, like almost every 3d program, uses the OpenGL version of Normal maps. (nor_GL).
The DX version (nor_DX) only seems to be used by Microsoft, you don't need that one either.