Houdini Arnold "Standard Surface" node. It has inputs for specular as follows: * Specular - Influences brightness of spec* Specular color - defines color of specularity* Specular roughness - controlls glosines / roughness of the mesh* Specular IOR* Specular Anistropy* Specular rotatation In my case i have one spec map that…
Note that since Substance Painter 1.6.0 you can even drag and drop filters directly from the shelf into your layer stack. That will setup the layer in passthrough mode automatically. :)
You'd better start figuring out the software pipeline and code you and your team are going to use before actually asking for advice. on a side note: That image opened the floodgates.
In this next stage, we are going to import the model into 3DXchange and create sub-props out of the components. On the left we see the various components we created. In SketchUp, front and back faces are separated, so each component is listed twice. In high-quality SketchUp models you can dispense with the back faces, but…
For those of you who are confused, here is a basic shader that you can use to get your foot in the door for physically based shading. As you can see, it doesn't even cost much more instruction count wise then the dreadful default phong shader. To make it easy to implement and re-use I suggest you do as I did and implement…
Might as well add mine back in: Note: This one can be used with either the variation selector mode Brush Modifier turned on or off, depending on if you want randomization. --DOWNLOAD-- --DOWNLOAD--
Marmoset needs alpha maps to be in the diffuse map's alpha channel saved as a 32bit uncompressed TGA. Also change the blend mode of the material to "Alpha", though it seems to work with "None" as well...