Metalness materials in Deep Material Editor

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NStocks
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Metalness materials in Deep Material Editor

Post by NStocks » Wed Feb 10, 2021 12:05 pm

Can Twilight utilise PBR and meatlness textures?

Fletch
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Re: Normal Map in Deep Material Editor

Post by Fletch » Wed Feb 10, 2021 6:29 pm


Fletch
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Re: Normal Map in Deep Material Editor

Post by Fletch » Wed Feb 10, 2021 6:29 pm

NStocks wrote: Wed Feb 10, 2021 12:05 pm ... and meatlness textures?
I don't know what this means. :?

NStocks
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Re: Normal Map in Deep Material Editor

Post by NStocks » Wed Feb 10, 2021 6:41 pm

* METALness textures, by bad!

Fletch
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Re: Normal Map in Deep Material Editor

Post by Fletch » Wed Feb 10, 2021 8:11 pm

what does Metalness texture mean?

NStocks
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Re: Normal Map in Deep Material Editor

Post by NStocks » Wed Feb 10, 2021 8:26 pm

It’s a workflow that is used with creating metal textures with PBR. It’s essentially a change in the maps that are more appropriate and produce better results with metals.

Fletch
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Re: Normal Map in Deep Material Editor

Post by Fletch » Fri Feb 12, 2021 5:30 pm

conceptartempire.com/texture-maps/ wrote:Black in the metalness map means that part of the map will use the albedo map as the diffuse color (the color the texture shows when it's hit with light). White will instead use the albedo color to define the color and brightness of your reflections, and set the materials diffuse color to black.
help.cc0textures.com/doku.php?id=usage:maps wrote:Metalness (met) Defines whether a part of the surface is metallic or dielectric. Opacity/Mask. This is just a generic black and white image, usually used for opacity.
Twilight render uses a more traditional Specular channel workflow.

Chris
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Re: Normal Map in Deep Material Editor

Post by Chris » Fri Feb 12, 2021 5:41 pm

While I haven't tried it, you could probably accomplish something pretty similar with the Deep Material Editor. It's capable of a lot and masked layers are its strength. You would just have to have a good understanding of what each texture image is supposed to represent (is it a mask, is it a diffuse color, is it a reflection intensity or color, etc.).

NStocks
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Re: Metalness materials in Deep Material Editor

Post by NStocks » Thu Feb 18, 2021 5:04 pm

With PBR materials, they often have 1K - 4K image quality options, resulting in very large SU files if one uses the 2K for instance.

Is this still the case where SU can only render around 1024 x 1024 pixel images? Or does Twilight 'see' the extra data in 2K textures?

I find that in SU2018, a larger file over 150mb quickly becomes very prone to crashing.

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Re: Metalness materials in Deep Material Editor

Post by Fletch » Thu Feb 18, 2021 5:18 pm

SU loads the quality of texture you have set it to load in the preferences for SU.
Twilight uses the texture located where you have specified.

It should render using the full quality version of whichever texture. So, if you have SU set to show lower quality, but original texture is of higher quality - Twilight should be rendering with the higher quality version, not what SU is showing in OpenGL.

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