surface tab

hello,

I have bought the "Real displacement textures"  from Christoph Schindeler. (http://real-displacement-textures.com/) this pack has the following textures:

Color

AO

Roughness

Bump

Gloss

Hi Gloss

Depth

Normal.

How can I use this textures in DAZ-Studio? In the surface tab, when I load a terrain-object, not all settings are available.

thanks for help, robby.

Comments

  • SimonJMSimonJM Posts: 5,980

    It will depend on the shader/redner engine you'll be using, but you should be able to make use of most of them.  Color would go in Diffuse, Gloss in Specular Strength, Bump in Bump (you'll need to set strength and amounts manually, with a bit of trail and error), Depth in Displacement (same comment as with Bump) and Normal in Normal.

  • JimbowJimbow Posts: 557
    edited October 2016

    If you're using iray Uber Shader and the surface is set to roughness/metalness:

    Drop 'Color' into the Diffuse texture slot and make the diffuse color white.

    Make Glossy Weight value 1.

    Make Glossy Color value 1 (white).

    Make sure the Glossy option is set to Scatter & Transmit (always that for any non-metal surfaces).

    Make Reflectivity value 0.

    Drop 'Rough' into the Roughness texture and make the roughness value 1.

    Drop 'Normal' into the normal texture and make the normal value 1.

    Drop 'Bump' into the bump texture.

    If you want displacement for extra detail, drop Depth into the displacement texture and make the value 1, then play with that and the min/max values until it looks right. See if there's any kind of text file with the package for a numerical displacement value and use that for your min/max values (bearing in mind that grey is probably midpoint so you'd need to divide by 2 for each value).

    For added reflectivity you can then go back to the Reflectivity slider and play with the slider (make sure the specular colour is white first - all non-metal glossy colours in PBR rendering should be white). The HiGloss map might be useful as a Reflectivity weightmap (but not as a colour texture).

    That's what I normally do with these kinds of textures anyway.

    Post edited by Jimbow on
  • ok,

    thanks for the fast help, robby.

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