This helped me out a lot! Been trying to get a refresher on texturing stuff manually in maya cause i just graduated college. You had some great advice!
@sarkamari3 жыл бұрын
Glad i could help
@cloudjumper53244 жыл бұрын
Hi Reza! Any chance you will explain how to use both normal map and bump/height map at the same time using arnold shaders?
@arakoabs3 ай бұрын
is there any way to put hard edges and not have them look soft with the displacement?
@sarkamariАй бұрын
Yep, one trick is you can try using a normal map or bump map alongside the displacement to keep those edges sharp. Also, check the tessellation settings in Arnold to make sure it's not smoothing out the edges.
@nikolatesla53084 жыл бұрын
Bro Sooooo Clean soung,love it
@sarkamari4 жыл бұрын
Appreciate that
@Hxrnet3 жыл бұрын
Where i put the height map in an aistandarsurface??
@MouettePondeuse3 жыл бұрын
Height map is basically a displacement map
@nourghafarji3 жыл бұрын
number one tutorial! so good!
@sarkamari3 жыл бұрын
Thank you
@el_Sergey3 жыл бұрын
thank you, you helped me a lot
@Kinkoyaburi3 жыл бұрын
Very good explanation. I want to ask: for displacement, I just plug my height map directly into the shading group, and it works. I input my settings under the object's Arnold - subdivision - displacement attributes. Is the middle man - the displacement shader preferable to use?
@cyrielkilller3 жыл бұрын
Hi ! Thanks ! Can we plug Bump map + a normal map ?
@arpitagarwal97903 жыл бұрын
thanks for sharing
@miladhatam2 жыл бұрын
Nicely done. Btw it would have been better if you had changed the color spaces of the maps to "RAW".
@sarkamari2 жыл бұрын
Thank you Milad Jan and you're absolutely right. I do explain the colour space in my Substance to Maya workflow video. This one only focuses on Arnold nodes. :)
@ravidadhaniya23393 жыл бұрын
realy nice work broo
@gokulsarma26483 жыл бұрын
Hi, I seriously have a doubt. How to use seamless pbr on a large non spherical or cubical mesh like a cliff or a hill. I am newbie...
@sarkamari3 жыл бұрын
Disp map is usually driven or created by CLR map and to have a clean color map you need to have a clean uv. As you can see everything is connected here. My advice is to hide the uv seams where it's less visible and get assistance from substance 3D or Knald to generate your displacement map where possible
@gokulsarma26483 жыл бұрын
@@sarkamari thanks man! and also one more doubt. How to remove this tile repetition