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Messages - Pedro González Muñoz 0

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I was looking at your prior post and you indicated that you were working in the metallic and roughness workflow through painter, and trying to get the same result with VRAY in 3Ds Max?

Just a bit of a tangent, but I had horrible experiences working in that workflow using VRAY and moved over to Arnold. VRAY is fine for Specular Glossiness workflow, but it was a pain in the butt to get quick and good results coming from the Metal Rough workflow without tweaking like a mad man.

The gamma is also set to 1.0 on import as seen below:
https://support.allegorithmic.com/documentation/display/integrations/Vray+for+3ds+Max

https://support.allegorithmic.com/documentation/download/attachments/157352261/gamma.png?version=1&modificationDate=1494861273769&api=v2

See the 'Override' 1.0 ? That sets the gamma to 1.0 as opposed to the default 2.2. Make sure you select that when you import the texture maps.

You can also try exporting the textures without the plugin, and just convert them like so:

(This info below was taken from another post so I'm not 100% sure if it's correct - I wouldn't try it unless you're still at a loss.)

Roughness to Glossiness: Invert values

Base Color to Difuse: Grab the "Metallic map", invert values (Your metal areas will be in black, your non-metal in white) add to your base color as Multiply. In Vray the metals uses dark/black in diffuse

Metallic to Reflection: Grab your Base Color, invert Metallic map and add as screen, Non metal areas use white reflection, the metal reflects color.

IOR: Fill the image with a 187,187,187 gray, add Metallic as Multiply and play a bit with the opacity on metallic to get the result you want


YOU'RE THE BEST!!!!!!!!!!!!!!!! I FIX EVERYTHUNG FROME THE MATERIAL EDITOR, EACH MAP MATERIAL OF ALL SUBSTANCE MATERIALS WAS ON 2.2, I CHANCHED AND WOALA!!!!!!!! I LOVE YOU MAN!!!

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