![]() Some parameters are specific to certain material types. I will return to this when I have Photoshop installed on this computer. Unfortunately, the Refraction value was not working for me, most likely because the texture I was using was not of the required format (grayscale, non-RGB). With Reflection and Refraction, you can have effects like mirrors or glass deforming objects behind it. You can simply use the Self Illumination slider under Material Settings, if you want the entire material to glow, or you can use a Glow texture map if you only want parts of the material (object) to glow. You can add glow to the material two ways. ![]() In this case I made the lighter parts of the textures more metallic and shinier, while the darker parts are less metallic and less shiny. ![]() In CC3 case, a Metallic value of black means no metal look and a value of white means full metal, while the Roughness value of white means no shine and black means full shine. This is more notorious if I use the Adjust Color button (under the texture slots) to modify the Metallic and Roughness textures. Metallic and Roughness can behave differently in other applications, and personally I find that confusing when switching applications or sending data from one app to the next. If I wanted to use it as normal map, I would need to convert it to a normal map using an external application and then import that new texture.Īpplying the same texture to the Metallic and Roughness slots resulted in this. In the image below I also applied the same texture as a bump map, as it’s a grayscale image. You can change the color of the material by changing the value of the Diffuse Color setting under the Material Settings roll down.
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