jartz opened this issue on Mar 10, 2019 ยท 88 posts
DCArt posted Mon, 25 March 2019 at 1:42 PM
operaguy posted at 2:38PM Mon, 25 March 2019 - #4348804
bantha:
Me to BB: when you say "roughness maps" (and that they don't matter much) do you mean displacement maps?
bantha: A roughness map would affect the roughness value. Makes the shader more or less shiny. Has nothing to do with bump or displacement, but in fact simulates nano-bumps.
That did not answer my question. There is no "roughness" node on the Poser Surface.
Can you please translate "roughness" into something an intermediate user of the material room such as myself can grasp?
There is a roughness connection on the Physical Surface Node.
There are two different ways to handle shine and highlights on surfaces when setting up physically correct shaders. The PoserSurface node uses something similar to the "Specular-Glossiness" workflow. The Physical Surface node, on the other hand, uses a "Metallic and Roughness" workflow, and IS more or less geared toward using textures that were specifically designed for PBR render engines, such as those created in Substance Painter.
Second post on this page starts to explain the differences:
https://forum.allegorithmic.com/index.php?topic=3243.0