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>> No.674976 [View]
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674976

>>674186
Ahhhhh!!!!.... Eyeballs! How do you work?...

Anyways, turns out ya'll were right. The images labelled as "S" where actually specular maps, but imma blame this one squarely on Doughnutguru. One of his tutorials led me astray. The way he explained the image texture node's color/non-color data option made it sound like a render optimization. Mousing over the option and reading it's tool tip made it blindingly obvious that it was actually the toggle for colour space conversion. The "S"pecular maps needed to be converted to linear in order to be used. So when I originally tried to use them, without letting blender convert them to linear, they did not give anywhere near the correct values. That said, it wasn't even that easy. The specular maps were in the 0%-100% (as opposed to blender's 0%-8%) range so they couldn't be plugged directly into blender's principled node. This is why my original frustrated fiddling didn't work, but it was nothing a couple math nodes couldn't fix... After that I figured out that I had made the same colour space conversion error with many of my other images from the pack. Their linear values were already far closer to a natural default that I was hoping for (after making up for small differences between programs; such as default units).

A rookie mistake, I suppose. Thankfully, I learned a lot along the way, and hopefully, this post keep some one else from making the same mistake... Now, if only I could figure out how to keep her irises from looking like gapping buttholes.

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