Where do Maps go?

There are some cool freebies on this site: https://texturehaven.com/tex/?t=brown_mud_leaves_01

I'm trying to determine where all the maps go in Iray surface properties:

Normal - Normal Map

Bump - Base Bump

Diffuse - Base Color

Displacement - Displacement Strength

Roughness - Diffuse Roughness??

Specular - Glossy Specular?? (which only appears if you have Base Mixing set to PBR Spec/Gloss)

AO - ???

Thanks for any help in determing where I should put maps for those with the ??.

Comments

  • JonnyRayJonnyRay Posts: 1,744

    Roughness is normally a Specular Layer Strength map

    Specular might be appropriate for Specular color?

    I don't believe there is a place in Iray surfaces for an Ambient Occlusion (AO) map.

  • TooncesToonces Posts: 919

    Hi Jonny, I think you pointed me in the right direction. I found another thread on roughness where a PA said 'gloss is roughness of reflection' [1]

    So based on that, I think it should be (using PBR Metallicity/Roughness):

    • Roughness map - Glossy Roughness
    • Specular map - Glossy Layered Weight and Top Coat Weight
    • AO map - Not needed with Iray because shadows calculated via PBR.

    [1] https://direct.daz3d.com/forums/discussion/72889/to-iray-metalicity-or-to-not-that-is-the-question/

  • SpottedKittySpottedKitty Posts: 7,232

    Keep in mind that using Displacement in Iray needs a bit of thought. In the 3Delight renderer we all used before DAZ|Studio 4.8, when you apply displacement to a mesh it doesn't matter how dense the mesh is — during rendering, the mesh is automatically subdivided to match the resolution of the displacement map. Iray is different in that it doesn't auto-subdivide — the displacement map can only move existing mesh, so if a highly detailed displacement is applied to a low-density mesh, all you get is random mushy relief detail unless you set the subdivision parameters directly or switch to 3Delight.

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