This is probably the most helpful tutorial on this subject!
@kLENXAS6 жыл бұрын
And the Height map where it goes?
@vaishnavkene60495 жыл бұрын
no need of height when we r putting normal
@blairzettl39334 жыл бұрын
Height connects to displacement on the top node (third selection from the top). This is not as easy as bump maps because it actually does cast shadows and will affect the look of the entire object. Apparently they don't work well coming out of Substance and into Maya, but better from zBrush. I had some patches I was trying to put on a character was reasonably successful, but affected the entire mesh so as to distort the entire object. Not saying it can't be done, but precious little / no documentation.
@MrJasenboychair6 жыл бұрын
Thanks frank! I've been using an older version of Arnold and did not know how to map out the shader with Arnold's new aiStandardSurface material. This helped a ton!
@orthovasky6 жыл бұрын
Thank you! Just one thing, always set normal map filter type to off, faces weren´t rendering how they´re supposed to!
@snakebebop6 жыл бұрын
At the end of the video you mention about UVing the high poly so that you can render the low in subdivision? Can you elaborate on this? I would just UV the low poly and bake the high to the low
@user-mu8ok5xf8d6 жыл бұрын
Well at 3:23 you talk about putting the normal in. It is not a option for me
@nicholaskemp60415 жыл бұрын
Where would I put my height map for the dirt details I have?
@dimeolas7775 жыл бұрын
I assume you placed the normal map in there?
@fn49576 жыл бұрын
One question, if I have the option to export with Arnold 5 from substance painter, should I? Or should I do it with the PBR metal rough? What’s the difference? Also, I’m making an interior house, and I’m going to have to render it, but creating lights without images, which means that without the hdr image the quality of the texture won’t be nice because the hdr image enhances the look of the textures. Is there anything that you recommend for that?