More Texture node confusion.

I'm still struggling to get material shaders converted to DAZ uber shader. I can't find any actuall description of what texture goes where, a lot of opinions but no one seems to know for sure. None of them seem to give good results though.

Here's what I'm working with. I have a shader for a rough orange brick wall. I can save the textures from an sbsar file and it gives me:

T_CA_OldOrangeBrickWall_4096_AO  (Ambient Occlusion unused by Uber?)

T_CA_OldOrangeBrickWall_4096_B  (This is the base color so I know where to put it)

T_CA_OldOrangeBrickWall_4096_G  (Glossy maybe, there are a bunch of options for glossy so I don't know where it should go)

T_CA_OldOrangeBrickWall_4096_H  (Height map maybe, unused?)

T_CA_OldOrangeBrickWall_4096_M ( I assume this is metallocity)

T_CA_OldOrangeBrickWall_4096_MM  (??? Looks like a light green normal map)

T_CA_OldOrangeBrickWall_4096_MS  (??? Light grey pattern)

T_CA_OldOrangeBrickWall_4096_N  (Normal Map)

T_CA_OldOrangeBrickWall_4096_OpenGL_N (Normal Map for OpenGL? I have an NVidia card which should I use?)

T_CA_OldOrangeBrickWall_4096_ORM  (??? Looks like an orange normal map)

T_CA_OldOrangeBrickWall_4096_R  (Roughness? Several places it could go...)

Any help? I've been trying out putting the materials in different nodes but nothing is looking right.

Comments

  • Richard HaseltineRichard Haseltine Posts: 111,073

    Iray uses OpenGL normals

    Height can be used for bump or displacement

    AO isn't usesd as such, but because it roughly measures how exposed an area is it can be handy for cotnrolling a dirt or polish effect.

  • lilweeplilweep Posts: 2,859

    Your question is which Channel on Iray Uber Shader to put your map.  You could furnish people with more information about where you got this sbsar. It's not like there is a standard naming convention used by sbsar authors.

     

    T_CA_OldOrangeBrickWall_4096_AO  - you do not need this, you typically do not use this in Iray.
    T_CA_OldOrangeBrickWall_4096_ORM  - You probably do not need this - Red channel is presumably either Opacity or Occlusion, Blue Channel is Roughness, Green Channel is Metallicity.  You already have Occlusion, Rroughness, and Metallicity on other maps, so this is a duplicate.  Channel packed maps are used for video games  because each map call is a computation that takes resource, but for daz just use the unpacked version of those maps.
    T_CA_OldOrangeBrickWall_4096_N  - you do not need this,you already have OpenGL normal on another map, so this is a ducpliate

    Using the Metallicity workflow:

    T_CA_OldOrangeBrickWall_4096_B  - Put in "Base color"

    T_CA_OldOrangeBrickWall_4096_H - Put in  "bump" or "Displacement "

    T_CA_OldOrangeBrickWall_4096_M  - Put in "Metallicity" (Metalliacity should be set to 1 when using a map).  By the way this material is obviously a brick wall so why would there be any metallicity. If the map is just black, ignore it, and set Metallicity back to 0.

    T_CA_OldOrangeBrickWall_4096_OpenGL_N - Put in "Normal" (Normal should be set to 1)

    T_CA_OldOrangeBrickWall_4096_R - Put in "Glossry Roughness" (Glossy Roughness value should be set to 1, Glossy Weight value should be set to 1)


    You probably dont need any of these:

    T_CA_OldOrangeBrickWall_4096_MM  - no idea what this would be from just two letters. Perhaps this is world normal Mesh Map. That has no bearing on anything in Daz.

    T_CA_OldOrangeBrickWall_4096_MS   - no idea what this would be from two letters

    T_CA_OldOrangeBrickWall_4096_G  -  Glossy probably doesnt need to go anywhere if you are using Roughness to control glossiness above. Perhaps you could use this elsewhere (e.g., the Glossy Weigh or Reflection, but check USING YOUR EYES before committing to this decision.  Brick walls are generally not shiny and glossy, despite what StoneMason believes).

  • AlricAlric Posts: 192

    I don't remember where they came from, but it was a freebie from a site for Substance Painter assets. I did some research and it looks like MS = Mettalic Smoothness and it works like the ORM map where one channel is Mettalic and another is Smoothness. Simillarly MM appears to be "Material Mixing". I guess to find out for sure I would need something that could open the sbsar file and see how it's put together.

    What you've posted should be enough to get me going in the right direction.

    Thanks

  • lilweeplilweep Posts: 2,859

    "Material Mixing" map and it looks like a green Normal Map? That doesnt make sense. 

    Material Mixing sounds like just a set of masks, which would just be simple black/white/gray masks, which is not what you described at all even if channel packed.

    it would make more sense if it is a set of Mesh Maps based on what you described.

     

     

  • AlricAlric Posts: 192

    No idea, just reading what google said. It gave the example of the green channel controlling one texture and blue controlling a different texture.

  • lilweeplilweep Posts: 2,859

    Alric said:

    No idea, just reading what google said. It gave the example of the green channel controlling one texture and blue controlling a different texture.

    You dont really have any textures to mix, which is one reason it doesnt make sense.  It's not like you have one Base Color map and another Base Color map that you are mixing together, let alone 3 different maps or 3 different materials.

    I suppose such a channel packed map of RGB masks could end up looking like a green normal map depending on what the individual channels looked like, but usually masks arent that detailed.

  • AlricAlric Posts: 192

    lilweep said:

    Alric said:

    No idea, just reading what google said. It gave the example of the green channel controlling one texture and blue controlling a different texture.

    You dont really have any textures to mix, which is one reason it doesnt make sense.  It's not like you have one Base Color map and another Base Color map that you are mixing together, let alone 3 different maps or 3 different materials.

    I suppose such a channel packed map of RGB masks could end up looking like a green normal map depending on what the individual channels looked like, but usually masks arent that detailed.

    I'm geussing that it is probably a substance painter thing used to control mixing external shaders. I don't know for sure since I can't afford substance painter. :( 

  • lilweeplilweep Posts: 2,859
    edited July 24

    Or it's just not that. Without seeing how it was supposed to be used and where it's from it's hard to say for sure.

    Mesh Maps are also a substance painter thing which is why I raised that possibility.

    Just because you googled "what is MM" and an LLM claimed that is a Material Mixing map or Mask doesnt mean that's true if it defies logic. And I am only saying this so when someone else google's the same thing or some other LLM or someone goes into this thread in future they bear this in mind.

    Post edited by lilweep on
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