Where to put maps from AMBIENTCG?

alaltaccalaltacc Posts: 151
edited February 2022 in New Users

I'm trying to use some maps from AmbientCG, but I'm confused by the different names. I'll list my conclusions (please confirm or correct me) and ask the remaining question:

What I THINK I know:

  • AmbientCG "COLOR" MAP -> Goes into the "DIFFUSE COLOR" in Daz
  • AmbientCG "NORMAL" MAP -> Goes into "NORMAL MAP" in Daz, and I need to use the OpenGL (NOT the DX) version
  • AmbientCG "DISPLACEMENT" MAP -> Goes into "BUMP STRENGHT" in Daz (or would it be into the DISPLACEMENT slot?)

   The remaining MAP, that I don't know where to put, is the "ROUGHNESS" from AmbientCG. I thought it was supposed to go into the "GLOSSINESS" in Daz, but when I put it into this box my surface loses all the reflection (it's a marble one, so it is supposed to have a certain reflective level). Witjout the map the reflection is there.

   If needed, this is the material:

https://ambientcg.com/view?id=Tiles078

   Thanks in advance!

Post edited by alaltacc on

Comments

  • GordigGordig Posts: 10,053

    What render engine do you use?

  • alaltaccalaltacc Posts: 151

    Thanks for the reply! In Daz, IRay.

  • alaltaccalaltacc Posts: 151

    To explain what I'm doing: I'm modelling a room in Blender, exporting it, importing into Daz and texturing it in Daz.

  • GordigGordig Posts: 10,053
    edited February 2022

    The displacement map makes more sense in the bump map slot, because Iray isn't the best at displacement, but you could try displacement as well. The roughness map you'd want to put in glossy ROUGHNESS, rather than glossy WEIGHT. You could also put it into the roughness slot of the dual-lobe specular settings.

    Post edited by Gordig on
  • Roughness might go in one or mroe of several places - Glossiness is one, though I suspect it would need to be inverted, but Diffuse Roughness sounds more likely.

  • alaltaccalaltacc Posts: 151

    Gordig said:

    The displacement map makes more sense in the bump map slot, because Iray isn't the best at displacement, but you could try displacement as well. The roughness map you'd want to put in glossy ROUGHNESS, rather than glossy WEIGHT. You could also put it into the roughness slot of the dual-lobe specular settings.

    I don't have a "BUMP MAP" nor a "GLOSSY ROUGHNESS" slot in Daz. Do I need to turno something "ON" inside the "surface" tab for it to appear? I'll attach a screenshot of the options I have in the surface tab.

     

     

     

    Surface.jpg
    200 x 1274 - 226K
  • alaltaccalaltacc Posts: 151

    Richard Haseltine said:

    Roughness might go in one or mroe of several places - Glossiness is one, though I suspect it would need to be inverted, but Diffuse Roughness sounds more likely.

    I also don't have this one. About inversion: they provide both maps (DX and OpenGL), I'm using OpenGL so I think I don't need to invert it. 

  • GordigGordig Posts: 10,053

    alaltacc said:

    Gordig said:

    The displacement map makes more sense in the bump map slot, because Iray isn't the best at displacement, but you could try displacement as well. The roughness map you'd want to put in glossy ROUGHNESS, rather than glossy WEIGHT. You could also put it into the roughness slot of the dual-lobe specular settings.

    I don't have a "BUMP MAP" nor a "GLOSSY ROUGHNESS" slot in Daz. Do I need to turno something "ON" inside the "surface" tab for it to appear? I'll attach a screenshot of the options I have in the surface tab.

    That's a 3DL shader. Above the parameters, you'll see "Shader: ____". What does that say?

  • alaltaccalaltacc Posts: 151

    "Daz Studio Default"

  • GordigGordig Posts: 10,053

    The slots that Richard and I are referring to are part of the Iray Uber shader, which you can find in the Default Resources. You can stick with the shader that's on there now, and it will render, but you're better served having a shader made for the rendering engine you're using.

  • Are you in fact using Iray or 3Delight?

  • GordigGordig Posts: 10,053

    They said earlier that they're using Iray.

  • alaltaccalaltacc Posts: 151

    Gordig said:

    The slots that Richard and I are referring to are part of the Iray Uber shader, which you can find in the Default Resources. You can stick with the shader that's on there now, and it will render, but you're better served having a shader made for the rendering engine you're using.

    I wil sound dumb ;-), but how do I do that? I found the shader inside the content library, but I clicked in each of the surfaces, apçplied it (double-clicked), and the "default DAZ) is still there.

    Anyway, I started to play with the sliders inside the Surfaces tab and things are starting to look better. I still didn't find the right textue for the walls nor the windo frame (these are temporary), but the floor looks good (the lighting is also temporary, only a HDRI and one single light to help). The objects aren't mine (all freebies), I put them there to help evaluate the contrasts.

    I'll finish the structure (I still have to finish the windows frame, put some big doors in another wall, a "normal" door in another, etc) and get back to Daz. And I thought the hard part would be modelling insode Blender cheeky. I believe I've spent more time trying to texture things in Daz then creating the structure in Blender,

    If you can point me to a tutorial explaining how to change the shader, It'll help. :-)

  • alaltaccalaltacc Posts: 151
    edited February 2022

    I forgot to attach the picture. Rendered only for a while (not finished), only to have an idea.

    Test.png
    2400 x 1200 - 6M
    Post edited by alaltacc on
  • alaltacc said:

    Gordig said:

    The slots that Richard and I are referring to are part of the Iray Uber shader, which you can find in the Default Resources. You can stick with the shader that's on there now, and it will render, but you're better served having a shader made for the rendering engine you're using.

    I wil sound dumb ;-), but how do I do that? I found the shader inside the content library, but I clicked in each of the surfaces, apçplied it (double-clicked), and the "default DAZ) is still there.

    Did you have the object selected too? Shader presets need both the object and one or mroe surfaces on the object selected.

    Though if you import the model while Iray is the active render engine it should aply Iray Uber Base anyway.

    Anyway, I started to play with the sliders inside the Surfaces tab and things are starting to look better. I still didn't find the right textue for the walls nor the windo frame (these are temporary), but the floor looks good (the lighting is also temporary, only a HDRI and one single light to help). The objects aren't mine (all freebies), I put them there to help evaluate the contrasts.

    I'll finish the structure (I still have to finish the windows frame, put some big doors in another wall, a "normal" door in another, etc) and get back to Daz. And I thought the hard part would be modelling insode Blender cheeky. I believe I've spent more time trying to texture things in Daz then creating the structure in Blender,

    If you can point me to a tutorial explaining how to change the shader, It'll help. :-)

  • SpaciousSpacious Posts: 481

    After importing into DAZ if you go in the Scene tab and right click it will give you the option to Expand All.  After that you can use CNTRL+A to select all.  Then in the surfaces tab if you go to "ALL"  and push CNTRL+A it will select all surfaces.  From there if you double click on the Iray Uber shader it will convert all the surfaces of your model to the Iray Uber shader.

  • alaltaccalaltacc Posts: 151

    Thanks all! I've managed to apply the Iray Uber. :-)

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