I knew that D5 uses normal map directx, but I didn’t know that you had to convert the green channel from normal map GL to be usable in D5.
if you want realism you must also use a map in the specular channel. Usually the specular map is the inverted roughness and little brighter or contrasty. It depends on the effect you are looking for.
thanks!
you change roughness mode from linear to rgb in D5?
yes.
I usually use linear, but it depends on the quality of the map. I simplify: if the map is good quality, I use linear. If low quality, I use RGB.
But this always depends on the effect you want to achieve. D5 is not a physically correct render engine (no GPU engine is physically correct). So these rules can be broken.
yes,
and I’m still getting nowhere with this old leather with which I start this post Leather 033 C on ambientCG
now I’ve changed the roughness map in photoshop to RGB mode, created a specular map
but it’s very strange that I prefer the look of the materials in the viewport and am disappointed after the rendering… it’s also rendering in GPU
remember that the material is just a start, its effect changes a lot from the surface where you apply the material and the ambient light.
thank you very much, that’s very kind of you, I’m impressed.
but I thought you were giving me your modified leather, but you put the floor back…
by the way I’m looking at your beautiful renderings on this post (WIP) Resort in Greece
but I find them over-exposed…
It’s a problem that sometimes comes from working on a screen that isn’t set to full brightness… am I wrong?
OPS
new link
it’s very kind of you, I really appreciate it
the customer wanted that light
Correct the metal of the chair. too bright. You definitely have the RGB color value on white (if you put a texture to the Base color map channel). Bring it to a medium gray and test it.
yes it’s hugly! I can do better