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Kerkythea Rendering System • View topic - why these So many types of maps _ And how can we use them?
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why these So many types of maps _ And how can we use them?

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<<

SimonLeBon

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Post Thu Oct 28, 2010 7:46 am

why these So many types of maps _ And how can we use them?

Hi! :)
_ _ _ _ _ _

It would be kind if someone of this generous community (it is not so easy to pay you a beer, infusing it though the hoses of the net :lol: )
had some spare time to explain the use of these so various maps we can find dealing with texturing. Explain the use but also how we can use them..

Here are as examples some materials taken from filter forge.
Image

Image

Image

All files can be downloaded here:


:grin:
++Simonlebon
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HvanEssen

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Post Fri Oct 29, 2010 12:28 pm

<<

Fletch

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Post Sat Oct 30, 2010 10:56 pm

Simon, maybe this can help with some terminology...

reflective occlusion and amb. occlusion can not be used in KT. so you can forget about them.

credits to Sid Porobic for the pdf attached.

bump maps go in the bump slot make your object bumpy if the material has an IOR greater than 1.o (a proper bump map should be greyscale and should not usually be stronger than "1.0".)
specular maps go in the specular slot and define the color of the specular (indirect light reflections) reflections
normal maps go in the normal slot and make the material look bumpy by attempting to recreate a virutal geometry on the fly...
diffuse in the diffuse slot... this is the color of your object when viewed in diffuse (indirect) lighting. this is why pure white and black don't exist... no white looks pure white in the shade... it looks like grey.
Attachments
renderglossary.pdf
(425.78 KiB) Downloaded 454 times


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notareal

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Post Sun Oct 31, 2010 4:35 pm

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SimonLeBon

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Post Sun Oct 31, 2010 11:43 pm

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SimonLeBon

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Post Mon Nov 01, 2010 12:10 am

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SimonLeBon

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Post Mon Nov 01, 2010 12:30 am

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SimonLeBon

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Post Mon Nov 01, 2010 11:50 am

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SimonLeBon

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Post Mon Nov 01, 2010 12:27 pm

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SimonLeBon

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Location: France, Picardie

Post Mon Nov 01, 2010 12:33 pm

Diffuse map + Specular map + Bump map:
Image

Diffuse map + Specular map + Normal map:
Image

+simon.
<<

Fletch

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Post Tue Nov 02, 2010 12:04 am

Simon, out of curiosity - did you read the manual?
Did you read the ?

You are correct, for simple (single layer) materials you can not (without adding fresnel procedural to the channel) set the IOR for specular or reflection. However, adding the fresnel procedural to the channel is the right way to go, so... do it.

So using this approach you will soon run into the major problem with simple materials... you can't use Fresnel attenuation and set the IOR for the specular if you want to use a specular texture map. Hence why layered materials (see the basic material by Patrick) is the way to go.

Or just start with the
better yet - use Patricks ""

for any material in KT, I would start with a material I like that is close to what I want, and change only what is needed to make it work for me. (swap out the specular, bump, and diffuse maps, etc.)

the best performing basic material I can give you (in my experience) is here:
change specular shininess and bump strength to taste

I personally liked the look of the normal maps until I discovered I could not control their 'strength'. controlling the normal map is up to how you create the normal map in the first place, so it became more trouble for me and slowed me down.
Attachments
basic-material-specular-bump-map.jpg


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notareal

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Post Tue Nov 02, 2010 10:13 am

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SimonLeBon

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Post Tue Nov 02, 2010 9:59 pm


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