Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Esger van der Post

Pages: 1 ... 50 51 [52]
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.

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.

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

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:

Pages: 1 ... 50 51 [52]