Importing obj/fbx assets into DS: which maps go where?

I have a few obj and fbx assets that I'd like to bring into DS.  I want to make sure that I am using the correct material maps with the correct DS surfaces.  A fbx gun that that I want to import has 5 maps: Base Color, Metallic, Normal, Height, and Roughness.  That's it.  Where would each of these be mapped to on the Surfaces parameters?  I thought if I imported the asset with the texture files in the same directory as the .fbx/obj, that DS would automatically populate the material maps to the correct fields, but that isn't happening. TIA

Comments

  • felisfelis Posts: 5,751

    Base Color into Base Color (and set to white)

    Metallic into Metalicity (and set to 1)

    Normal into Normal

    Height either into Bump or Displacement (and set to 1). For Displacement you must bump subD Displacement 2-3?

    Roughness into Roughness, but you will need to adjust Glossyness and Reflectivity. 

  • lilweeplilweep Posts: 2,746

    felis said:

    Base Color into Base Color (and set to white)

    Metallic into Metalicity (and set to 1)

    Normal into Normal

    Height either into Bump or Displacement (and set to 1). For Displacement you must bump subD Displacement 2-3?

    Roughness into Roughness, but you will need to adjust Glossyness and Reflectivity. 

    Bump might need to be above 1.  I personally push it up until I see the effects in iray preview.

    If using the Metal Roughness workflow on the Iray uber Shader, the relevant roughness paramater in the Glossy group settings is not called "Roughness" per se, it is called "Glossy Roughess". 

    Glossy Layered Weight value should be 1.0 ideally (default for some reason is 0.33).  But as with all channels, you can check what looks good in iray preview.

  • Another gun only has the following: mat0_c.jpg, mat0_g.jpg, mat0_n.jpg, mat0_r.jpg, and mat0_s.jpg.  The "n" is the normal map.  The 'c' is the base color map.  What g, s, or r are, I have no idea.  They look like a bump/height map (b&w) and the "r" map has more detail than the "c".  See attached...

  • Please don't post product files.

    Is there no readme? G could be glossy and S specular, though there are probably other interpretations. You could just experiment with those and see how the result looks.

  • cwlcak_994ef1dab6cwlcak_994ef1dab6 Posts: 23
    edited September 3

    I think I figured it out.  Thanks

     

    Richard H, there is no readme file.  You deleted the message while I was in the process of deleting them.  And that's what I ended up doing.  Just putting the maps in different places until I got something decent.

    Post edited by cwlcak_994ef1dab6 on
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