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>> No.673486 [View]
File: 1.15 MB, 1024x1024, FuckingShininessHowDoYouWork.png [View same] [iqdb] [saucenao] [google]
673486

Ahhhh, back to her... New computer. New me. Gave up on my dreams of a universal procedural texture though. Decided to just port over the DAZ texture pack I was using for reference on my attempted procedural textures. Hoping to use cycles instead of Iray... Or rather, I am hoping to use blender's node editor instead of DAZ's god awful menu system.

The current results are decent ([pic related]'s settings are extreme for visibility's sake). That said, I get the feeling that I'm going to have to rethink my approach. The way I am currently assembling the multiple bump maps looks to be creating very subtle edges at material seams ([pic related]'s armpit is actually one of the less obvious examples of this issue). I also have no idea how to convert shininess to roughness properly so...

I think I might just steal the grain from the shininess map I have and mix it into a desirable roughness value instead. Right, now I'm trying to just straight convert it from shininess to roughness, but the related info I could search up was sparse and mostly said it couldn't be done... Apparently, they were right. [pic related] was supposed to be the default shininess to roughness, but its way to oily for a default.

Whoever made this texture pack is a dick as well... Half of the textures are using some super esoteric color profile that crashes blender when switch to preview render. Maybe its a problem with 2.80, but meh. Its still fucking annoying having to import the images to gimp, convert their color profile and save them. There is probably some way to batch the conversion process, but I don't know it...

Anyways I'm off to buy a new monitor. This old flat screen tv isn't cutting it anymore.

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