Surfaces + Image maps: What goes where?

KenYanoKenYano Posts: 106
edited December 2023 in Daz Studio Discussion

I bought some OBJ objects that I imported into Daz. Was wondering if anyone can give me info about the image maps and where they are assigned in the surfaces tab.

Each item has a pnf for:

1. BaseColor.png

2. Height.png

3. Metallic.png

4. Normal.png

5. Roughness.png

In the surfaces tab, I assigned BaseColor to base color, Normal.png to normal map and Height.png to Base bump. Where does Metallic and Roughness pngs go if I may ask?

Thanks in advance

 

 

Post edited by KenYano on

Comments

  • lilweeplilweep Posts: 2,487

    KenYano said:

    I bought some OBJ objects that I imported into Daz. Was wondering if anyone can give me info about the image maps and where they are assigned in the surfaces tab.

    Each item has a pnf for:

    1. BaseColor.png

    2. Height.png

    3. Metallic.png

    4. Normal.png

    5. Roughness.png

    In the surfaces tab, I assigned BaseColor to base color, Normal.png to normal map and Height.png to Base bump. Where to the others go if I may ask?

    Thanks in advance

     

     

    1. BaseColor.png = base color

    2. Height.png = bump (make sure you dial it up from default zero)

    3. Metallic.png = metallicity (make sure you dial it up from default zero %)

    4. Normal.png = Normal

    5. Roughness.png = Glossy Roughness (make sure you dial it up from default zero %) *

     

    *Roughness is actually dependent on how you have glossy/specular set up.  Typically people use the Glossy group settings (Glossy Layered Weight, Glossy Reflectivity, Glossy Roughness) but on other occasions people will use Specular group settings, or maybe even top coat etc. So Roughness map should basically be applied to the relevant group of settings you have active to break up the glossy effect.

     

  • KenYanoKenYano Posts: 106

    Thanks so much!

  • Height can also be used in the displacement channel. Roughness maps are typically plugged in the Glossy Reflectivty Channel.
  • lilweeplilweep Posts: 2,487

    The caveat for putting a hieght map into displacement will depend on whether it was designed a displacement map rather than bump map, bearing in mind Displacement usually requires high subd to look good.  And displacement maps should be EXR ideally rather than jpg or png, to avoid artefacts.

    Glossy Reflectivity i would just leave as default and only adjust the Glossy Layered Weight to define the "amount" of glossiness and then control/modulate the effect with a map int he Glossy Roughness slot.  

  • lilweeplilweep Posts: 2,487

    KenYano said:

    Thanks so much!

    also fun fact you can just drag/drop the images into the slots on the shader, which can save you some time when setting up textures for imported objs. 

  • DartanbeckDartanbeck Posts: 21,550

    lilweep said:

    KenYano said:

    Thanks so much!

    also fun fact you can just drag/drop the images into the slots on the shader, which can save you some time when setting up textures for imported objs. 

    What? OMG!!! Thank You!!! 

    I use DIM all the time for locating where texture maps are if it's not obvious to me. Point being, I'm Always leaving my Runtime > Textures folder open... Always. I had no idea! 

    Thanks Again!!!

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