Hello, I used the Metalness disney exporter in DDO and connected the maps to redshift in Maya. Here ist the result. The main problem I have right now, is that the roughness doesn't seem to be the same. I set the colorspace to raw, alpha is luminance and BRDF is GGX. Do you have any idea what is wrong? By the way its the same HDRI.
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nIf I set the "alpha offset" in maya to -0,25 it gets even more shiny. so I guess you meant +0,25? Thats the result and I think its pretty close:
Also I had to change the domelight exposure to 0 instead of 1 otherwise I get clipping highlights. But now The asphalt ist too dark. Is the dynamic range of the maya camera lower than 3DO's or is this something else?
And no, I actually usually use -0.25, but that is in Arnold. So it may differ. The roughness is the only part I need to tweak there.
Can you tell me more about your edge tint workflow? Which export preset did you use? Do you only connect the diffuse and specular map? Really appreciate your help