It seems my textures show just fine in the view port but when going to render show up completely like the normal's are reversed and not showing anything? I found people with similer issues but could not figure out how they fixed it or what my issue currently is.
Nope, i was using Stingray, the floor was using the same texture just with nothing but a plane gray on it and it showed up just fine so i assumed the texture would work?
My workflow uses these maps, the AIStandardsurface did not seem to take all of them so i did not use it. I take it for full working uvs i need to be using it?
Arnold does not render the Stingray Shader. You dont need all those Textures with the aiStandardShader.
Aw damn i shall have to try figure out a new workflow. I learned this method for game characters but i guess presenting them in something like maya requires a different workflow of maps. Thanks for clearing that up
That looks useful, i was wondering how to get high info onto my normal map but looks like that system would let me blend two normal maps together anyway, so just gotta get the height map out as a normal and blend em.
idnever thought to overlay my AO in substance so that saves me a ton of space moving forward!
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Ix maxed the exposure and the plane ont he bottom which is a standard texture seem to be picked up but the character is not showing at all weird
My workflow uses these maps, the AIStandardsurface did not seem to take all of them so i did not use it. I take it for full working uvs i need to be using it?
You dont need all those Textures with the aiStandardShader.
The only two maps that are different is the bump and the Grayscale AO map.
Just pack the height into the normal in Substance or use it as displacement.
And layer the AO ontop of your albedo. But i wont use the AO map at all.
https://docs.arnoldrenderer.com/display/A5AFMUG/Layer+RGBA?desktop=true¯oName=center
idnever thought to overlay my AO in substance so that saves me a ton of space moving forward!