I am thinking the maps should be used in following ways, but really not sure. Please advise
Reflection maps=roughness?
Transparency = opacity?
Gloss map= specular?
Mask Map = ???
Thanks for help
How to use these maps in Octane
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Hi,
Reflection maps= node > environments > texture environment > rgbimage
Transparency map and Mask map = opacity
Gloss map= specular black=0 white=1
Roughness= node roughness, regulates the gloss specular node
example: you can create a glossy material, apply a saw wave generator to channel specular, then applies a generator to the channel roughness.
So you can see how the channel interferes roughness on specular channel.
I hope this helps you understand, what kind of image you have to assign to the different channels.
Correct me if i'm wrong.

Reflection maps= node > environments > texture environment > rgbimage
Transparency map and Mask map = opacity
Gloss map= specular black=0 white=1
Roughness= node roughness, regulates the gloss specular node
example: you can create a glossy material, apply a saw wave generator to channel specular, then applies a generator to the channel roughness.
So you can see how the channel interferes roughness on specular channel.
I hope this helps you understand, what kind of image you have to assign to the different channels.
Correct me if i'm wrong.

- itsallgoode9
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what specifically are you looking for with a "mask map" that is different than opacity? I might be able to give you some insight on that.
- Rikk The Gaijin
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From Top left: Albedo, Gloss, Normal, Translucency, Cavity, Displacement, AO, Bump and Alpha.


Wow! Rikk no wonder you works are so detailed. With this many maps its bound to give great detailed images. Thanks for sharing.
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- linvanchene
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I know how to use in OctaneRender:Rikk The Gaijin wrote:From Top left: Albedo, Gloss, Normal, Translucency, Cavity, Displacement, AO, Bump and Alpha.
Gloss, Normal, Displacement, Bump and Alpha.
And as far as I know it is not recommended to mix Normal, Bump and Displacement together in OctaneRender but to use just one of those types for each surface.
- - -
But can someone show some examples how to use in OctaneRender:
Albedo, Translucency, Cavity, AO ?
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FAQ: OctaneRender for DAZ Studio - FAQ link collection
FAQ: OctaneRender for DAZ Studio - FAQ link collection
- Rikk The Gaijin
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Hey thanks, but I have nothing to do with the image above, it's taken from QUIXEL website, I thought it was a good example of how maps should look.Tugpsx wrote:Wow! Rikk no wonder you works are so detailed. With this many maps its bound to give great detailed images. Thanks for sharing.
- Rikk The Gaijin
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Albedo is just the pure color of your texture, and you need to plug it into the Diffuse slot of your material.linvanchene wrote: But can someone show some examples how to use in OctaneRender:
Albedo, Translucency, Cavity, AO ?
If you have a Translucency map, you need to create a Transmission node, and plug it in there (only Diffuse material and Specular material supports it, you can't use it with Glossy)
There isn't a dedicated slot for Cavity, so if you want to use it, I suggest to combine it with the albedo map in Photoshop.
AO maps are useless in Octane, as you already get an accurate ambient occlusion from the renderer.
- Scottiefeng
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Thanks for the input. Especially the samples given by Rikk. I will try them out.
- Scottiefeng
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Thanks。 Very helpfulSyd_86 wrote:Hi,
Reflection maps= node > environments > texture environment > rgbimage
Transparency map and Mask map = opacity
Gloss map= specular black=0 white=1
Roughness= node roughness, regulates the gloss specular node
example: you can create a glossy material, apply a saw wave generator to channel specular, then applies a generator to the channel roughness.
So you can see how the channel interferes roughness on specular channel.
I hope this helps you understand, what kind of image you have to assign to the different channels.
Correct me if i'm wrong.