Where do Maps go?
Toonces
Posts: 919
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
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.
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):
[1] https://direct.daz3d.com/forums/discussion/72889/to-iray-metalicity-or-to-not-that-is-the-question/
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.