Where Do I Put the Specular Map?
Fauvist
Posts: 2,144
I bought some 3D content that was made for other programs, but they provided an .obj file, and a .mtl file. I have no idea how to get the .mtl file to work. Clicking on everything does nothing.
So I'm loading every texture map, one by one. I know where to put the diffuse and normal maps, but where to I put the SPECULAR map? I feel like this is prehistoric.
I'm assuming I can assign my own shaders to all these material zones eventually?
Thanks!
Comments
Specular maps usually go to Roughness slots or Weight layer slots, e.g. Glossy Layered Weight, Top Coat Weight...
And certainly you can apply your shaders onto the corresponding surfaces.
That's a relief! Thank you.
To clarify: specular is additive and roughness is subtractive. What I mean by that is that a specular map tells the rendering engine which parts of the geometry should be shiny, while a roughness map tells the rendering engine which parts of shiny geometry should be LESS shiny.
If it is PBR texture maps, the issue is there are TWO standards for PBR. - METAL/ROUGHNESS vs SPECULAR.GLOSSINESS
Iray Uber shader can be universally used on the surfaces of various substances, so it has more options in Base Mixing. PBRSkin shader is specifically designed for human / creature skin surfaces, there's no alternative Base Mixing...
I find Daz controls for assigning mapped textures maps very confusing when it does not confirm to the naming conventions of other software. And it is the main reason why I prefer to render my scenes in Vue.
Earlier versions of Daz were so much simpler to assign texture mapes to an object which was uv mapped.