I have a question about pbr workflow in quixel.
Lets say I grab a texture of window draps. Then I run it through ndo for a normal map and then create a AO based on the normal map. For the diffuse map do I then take out the lighting information of the original image as much as I can?
Replies
1. Your mask is faint, and needs adjustment to increase the opacity of the dirt.
2. Your mask isn't faint, but your reflectance and albedo values are incorrect leading to minimal dirt visibility. If this is the case, attempt to lighten/darken the dirt until it shows up. Or possibly even minimalize it in the albedo but increase/decrease the dirt in the gloss/roughness map to make it visible as it interrupts the light flow on your model.
Every mask in DDO is driven by normals, curvature, AO, object normals, height maps, etc. How you combine them largely determines how prominent your detailing will be.
Ideally, your normals would encompass the model, so the curvature that DDO generates would match the model. This is all largely a moot point in 2.0 as 3DO generates curvature from both the normal map and the LP curves.
I have another question. Whats the difference in putting the AO in the AO slot(unity,unreal, ect) versus it going over the albedo texture?