Using textures in PBR shaders

AlricAlric Posts: 148

I downloaded a kit from KitBash3d and they come with a ton of images for the materials. Each material has the following images:

AO (presumably Ambient Occlusion)

BaseColor

Height

Mettallic

Normal

Roughness

I have two questions. What is the best shader to start with? Different shaders have different nodes so is there a base PBR shader? 

Secondly where do the images go? BaseColor and Normal are easy but where do height, Roughness, and Metallic go? Also I haven't seen an ao node in awhile, is ao still a thing?

Comments

  • Richard HaseltineRichard Haseltine Posts: 110,737

    Iray Uber base will give you the standard Iray PBR shader.

    Height is displacement, or bump.

    Roughness could be used in various places, Difuse Roughness would be the obvious one to try

    Metalic would probably go in Metallicity, assuming it governs how the surface reacts to light (di-electric or not)

  • GordigGordig Posts: 10,732

    Richard Haseltine said:

    Height is displacement, or bump.

    Unless things have changed, Iray doesn't do displacement very well because it's very dependent on mesh density, where some other render engines can do the subdivision at render time.

    Roughness could be used in various places, Difuse Roughness would be the obvious one to try

    Dual Lobe Specular Roughness is actually the more logical place to put it, as well as things like Glossy or Top Coat Roughness.

  • AlricAlric Posts: 148

    Working on it. So far results are promising. Lots of textures to set though.

  • WolfwoodWolfwood Posts: 992

    If you have many sets to transfer, i suggest some tool to help along the way:

    https://www.daz3d.com/blender-to-daz-studio-plugin

    Not a perfect, but i imagine can save a lot of time.

  • AlricAlric Posts: 148

    That does look useful! A bit pricey for me right now but I will definitely wishlist it.

  • AlricAlric Posts: 148

    And I'm glad I waited two hours because now it's on deep sale. Woo Hoo!

  • Richard HaseltineRichard Haseltine Posts: 110,737

    Gordig said:

    Richard Haseltine said:

    Height is displacement, or bump.

    Unless things have changed, Iray doesn't do displacement very well because it's very dependent on mesh density, where some other render engines can do the subdivision at render time.

    It has, Iray can now do at least a form of sub-polygon displacement without requiring explicit levels of SubD.

    Roughness could be used in various places, Difuse Roughness would be the obvious one to try

    Dual Lobe Specular Roughness is actually the more logical place to put it, as well as things like Glossy or Top Coat Roughness.

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