Hello. The reason it looks like this is because this is a brass material. Metals have little to no diffusion, which menas the diffuse map would be black. They do however directly reflect most incoming light as well as tint it due to absorbing part of the spectrum, making the specular value colored and very bright. The…
Hi Billy, I appreciate the help. How should the scratches look then? would they be a lighter grey within the albedo map and the specular would be just that solid yellowish color? The biggest problem I am having though is that when I plug that into OctaneRender (even Mental Ray for that matter) it renders black with just a…
I know nothing about Octane however this " All of my Albedo maps are mostly black and my specular maps are close to the color that the material is." Is how metallic materials are correctly represented, with nominal diffuse information and prominent reflection information.…
Scratches in metal would just lead to more metal, so both albedo/diffuse and spec would remain the same. The only reason to add anything on top would be if there was another material present on top of the metal, like dirt for example. Where scratches would be defined would be in gloss/roughness, normal or both. I use…
When I am working in DDO and 3DO the model and materials all look correct however it appears as if the albedo and specular maps are reversed? All of my Albedo maps are mostly black and my specular maps are close to the color that the material is. I realize I can just switch the 2 maps but it doesn't give quite the same…