Metalness materials in Deep Material Editor
Metalness materials in Deep Material Editor
Can Twilight utilise PBR and meatlness textures?
Re: Normal Map in Deep Material Editor
* METALness textures, by bad!
Re: Normal Map in Deep Material Editor
what does Metalness texture mean?
Re: Normal Map in Deep Material Editor
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.
Re: Normal Map in Deep Material Editor
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.
Twilight render uses a more traditional Specular channel workflow.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.
Re: Normal Map in Deep Material Editor
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.).
Re: Metalness materials in Deep Material Editor
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.
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.
Re: Metalness materials in Deep Material Editor
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.
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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