Hello again.
I've tried to search forum for this topic. And honestly i didn't find any answer.
There is a bunch of free PBRs on Internet. I wonder how to correctly assingn all textures from material in deep editor (for example roughness, displacement and so on. - example in attachment)
I want to add some "imperfections" too (like footprints on floor, dust, dirt) - how to assign them? And how to "mask" it not to cover all floor but random places?
And second thing.
I've tried to search forum for importing kerkythea materials into TWR. But when I put in search "Kerkythea material" phrase it's simply ignored (to many times appears in forum). I have almost all materials from kerkythea (I've used kerky a lot before i found TWR). Maybe quick link into tutorial?
Kind Regards
Dawid
PBR materials in deep editor
Re: PBR materials in deep editor
Hi Dawid, welcome.
Regarding a KT material tutorial, your in luck, there is one! https://www.twilightrender.com/index.ph ... -libraries
If you haven't seen them, there are many others as well, here: https://www.twilightrender.com/index.php/tutorials
In regard to creating a material that uses those commonly available images, I wouldn't be surprised if there already is a post somewhere (maybe in the tips&tricks forum). But we can probably put together an example material that uses those. (Well, some of those anyway. The KT render engine doesn't support the use of AO and displacement textures. But still, using normal, roughness, and color textures, you can create some very realistic materials.)
Regarding a KT material tutorial, your in luck, there is one! https://www.twilightrender.com/index.ph ... -libraries
If you haven't seen them, there are many others as well, here: https://www.twilightrender.com/index.php/tutorials
In regard to creating a material that uses those commonly available images, I wouldn't be surprised if there already is a post somewhere (maybe in the tips&tricks forum). But we can probably put together an example material that uses those. (Well, some of those anyway. The KT render engine doesn't support the use of AO and displacement textures. But still, using normal, roughness, and color textures, you can create some very realistic materials.)
Re: PBR materials in deep editor
Advanced Reflection Materials
Fletch wrote: ↑Wed Jan 23, 2019 9:31 pm ...you'll want to use a Advance Reflection Template and a custom bump and custom spec map - apply the Template>Advanced Reflection>Tile, Mapped and load your Reflection map (specular map) and load your bump map. Adjust the IOR and shininess to whatever you like. (try default first, you can also, even after loading the maps, apply the Advanced Reflection Concrete Mapped template for different set up of reflections and IOR)
You can always then convert the material (after applying a template) to a Deep Material and modify any settings further from there.
I have, in this example, used the bump map also in the specular map slot (images attached) - if you create a proper specular map it will give you even better results.
Who is online
Users browsing this forum: No registered users and 7 guests