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Messages - Esger van der Post

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766
Substance DesignerSubstance Designer - Discussions - Re: Eye cornea graph setup
 on: February 28, 2017, 12:04:30 am 
You should only reduce the alpha value of your diffuse / base color. This should keep all other information like specular reflections and normals intact.

767
Your edges are to harsh. In general you want a little bit of a gradient between the high and low areas of your material. Normal maps can't show surfaces sticking straight up from the surface. Try using a blur-HQ to blur it a bit. Or use a bevel node with smoothing turned up a bit.

768
You need to add imput and output nodes to your graphs in order for these graph nodes to have imputs and outputs.

769
The one you're showing uses metal/rough.

Main difference with specular is that in the metal workflow metals' specular colors are in your basecolor/albedo. Non-metals either all use the same value or have a seperate input.

The metallic map is a mask to show which areas are made of metal and which not. Metal with some dust or thin oxidization can sometimes have a grey color, but your metallic will be mostly black and white. White is metal, black non-metal.

Roughness is the exact opposite of glossiness. If you know how to make a gloss map, just invert it. So black is smotth, white is rough.

Marmoset has some pretty good explanations:
- https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/
- https://www.marmoset.co/posts/pbr-texture-conversion/

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