igohigh opened this issue on Nov 20, 2020 · 4 posts
caisson posted Sat, 21 November 2020 at 9:35 AM
What ghostship2 said - to expand a bit, using those maps the setup should be very simple.
Physical root
Plug colour map to colour chip Plug roughness map to roughness chip, set chip value to 1 Plug metal map to metallic chip, set value to 1 Plug normal map to normal chip, set value to 1 (Ignore AO map)
Principled BSDF
Plug colour map to colour chip Plug metal map to metallic chip Plug roughness map to roughness chip Plug normal map to Cycles - Vector - NormalMap node, set strength 1 and space at tangent; then plug into normal chip (Ignore AO map)
Set specular to 0.5 (this means 4% base reflectance for non-metals).
That’s it. Gamma on the maps should be 1 for everything apart from the colour maps. Given the same light and render settings the results should be a pretty good match.
AFAIK AO maps are intended for realtime engines that don't calculate occlusion. They could be useful for adding extra dirt effects, but aren't necessary in Superfly.
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