staigermanus opened this issue on Jan 14, 2024 ยท 7 posts
Warlock279 posted Sun, 14 January 2024 at 5:52 PM
I think what you're looking for, would have been in the Texturing forum before it was sent to the nether, if it was anywhere. Would have been nice if those forums could have been archived rather than . . . disappeared.
I don't think moving materials between different software gets a whole lot of attention because the scenarios where you'd be doing that most frequently would be using UVs/image-texture maps, so the information is "baked" into the image, its not very common to move "procedural" or shader-based* textures between different software packages, there's just too many differences [well, render engines technically] for that, so non-image based texturing tends to be very software dependant.
The general concepts of texturing hold true across all software packages. For example, if you're making a glass surface, you're going to want to apply a "fresnel" effect. How you apply that is going to vary from software to software, and there's usually going to be a few options that each come different with pros/cons in every software packaged. Same goes for everything else. Marble? You're going to want some sub-surface scattering on there. How you get that is going to vary from one engine to another, and there's likely to be a couple options. It comes down to learning the general concepts, and then figuring out how to apply them in your software.
Usually artists using multiple tools aren't using them for the same purpose, ie, they're not rendering in half a dozen different programs. They might be modeling in one, painting textures in another, rigging in something else, and rendering in a fourth or something.
*Some software packages/render engines do support certain shader-types, say, Render-Man type shaders for example.
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