I've seen a few examples, such as the Cerebus textures: http://www.polycount.com/forum/showpost.php?p=2003489&postcount=19 and the ones from the marmoset website: http://www.marmoset.co/wp-content/uploads/lenstextures01.jpg One of my questions is, how do you guys go about creating roughness maps? Any certain techniques you…
I thought roughness was just a control on the specular spread. Very similar to a gloss map. There is no need to over complicate it. Yes a more rough surface will have more little divets/ bumps causing the specular highlight to spread out, but all you need to worry about is controlling where the spread happens and to what…
@stevston89 it is also engery conserving so you no longer control the spread separate from the intensity. Acts like real life now, the same amount of light hitting a object always reflects back. It just does it in one tight and bright highlight, or in a more broud and dim highlight. Also it is inverted, 1 is very rough,…
This depends on the engine. Marmoset doesn't have the values inverted like UE4 does ( though you can invert them). The overall gist though is it isn't that much different from how you made maps before with spec/ gloss workflow. You need to use observation as EQ said to figure out roughness/ gloss of a material.
Hey check out this video : https://www.youtube.com/watch?v=AvOQYUjAw_Q - Physical based Rendering - A practical Workflow for 3D Artists- Featuring Substance painter.
Correct me if I'm wrong but doesn't roughness just refer to "micro surface detail"? Taken from HERE. Roughness won't handle anything major like creases, wrinkles, dents, screws, divots or rivets, that's what the normal map is for. It's kind of like an "additional bump" if you ever used one of those. Or is there more to it?…
1.) Use reference, observation, and general logic. Roughness does exactly what it sounds like, defines how rough a surface is. This will vary by a wide number of different factors like the material type, wear level, etc. There is no secret here, you just need to research and experiment. 2.) The albedo is the color of the…