Fresnel Scale vs Roughness: Maps Generated from Substance/Shadermap/Mixer
Posted: Tue Jun 23, 2020 1:35 am
Hi simple question that may have been answered elsewhere but my searching hasnt found anything.
Which maps should we generate and where to plug them into Indigo
Indigos Phong Materials have the following maps inputs:
Colour
Spec Reflet
Roughness
Fresnel Scale
Bump
Normal
Displacement
Emission Mult
Poliigon for example will give you the following maps:
Color
Displace
AO
Gloss
Reflect
Metalness
Normal
My thinking in terms of with Poliigon would be
Poliigon -> Indigo
Color -> Colour
Metalness -> Spec Reflect
AO -> Not used
Gloss -> Fresnel Scale
Reflect -> Roughness
Normal -> Normal
Disp -> Disp
The really confusing part is the Fresnel Scale and the Roughness maps......im not 100% sure what to plug into there as whether I try putting in the Gloss or Reflect map I end up with a weird result...I dont even know if I should use one or both maps.
And when using a generator like ShaderMap It produces these maps:
Albedo
Diffuse
Metal
Specular
Rough
Gloss
This brings in even more confusion.
ShaderMap -> Indigo
Albedo - > Colour
Diffuse -> Colour?
Metal -> Spec Reflect?
Specular -> Spec Reflect?
Rough -> Roughness
Gloss -> Fresnel Scale?
Any help with the popular naming scheme conventions would be helpful.
The little hints that the UI gives arent really helpful as Im still lost.
Forgive me if this has been answered to death.
But I cant be the only one slightly confused, with the rise of more and more map generators a small tutorial or help guid for which maps are needed and where to plug them in would be really helpful.
If I can get this to work, ill probably produce the guide just so people know.
Which maps should we generate and where to plug them into Indigo
Indigos Phong Materials have the following maps inputs:
Colour
Spec Reflet
Roughness
Fresnel Scale
Bump
Normal
Displacement
Emission Mult
Poliigon for example will give you the following maps:
Color
Displace
AO
Gloss
Reflect
Metalness
Normal
My thinking in terms of with Poliigon would be
Poliigon -> Indigo
Color -> Colour
Metalness -> Spec Reflect
AO -> Not used
Gloss -> Fresnel Scale
Reflect -> Roughness
Normal -> Normal
Disp -> Disp
The really confusing part is the Fresnel Scale and the Roughness maps......im not 100% sure what to plug into there as whether I try putting in the Gloss or Reflect map I end up with a weird result...I dont even know if I should use one or both maps.
And when using a generator like ShaderMap It produces these maps:
Albedo
Diffuse
Metal
Specular
Rough
Gloss
This brings in even more confusion.
ShaderMap -> Indigo
Albedo - > Colour
Diffuse -> Colour?
Metal -> Spec Reflect?
Specular -> Spec Reflect?
Rough -> Roughness
Gloss -> Fresnel Scale?
Any help with the popular naming scheme conventions would be helpful.
The little hints that the UI gives arent really helpful as Im still lost.
Forgive me if this has been answered to death.
But I cant be the only one slightly confused, with the rise of more and more map generators a small tutorial or help guid for which maps are needed and where to plug them in would be really helpful.
If I can get this to work, ill probably produce the guide just so people know.