Hey Guys,
I made a video on using the Slate Editor to setup a PBR texture set with Universal Materials. Good for those who are starting out. Enjoy.
https://youtu.be/Op_JUQUa1_g
-tom
maneality wrote:Looking good. Is there any way to figure out if we need to invert the normal map G channel at all or is it trial and error to see what looks good?
samsue wrote:I didn't want to cover it that much, but that's exactly what you said.
That's why when dealing with linear working environments (3DS MAX, Nuker ... ), all textures that deal only with information (normal maps, rough, bump ...) when we're working with jpge that comes standard applied gamma 2.2, with exception, from Albedo, all maps in Octane's RGB Map should be set to gamma 1.
I've been confused again
1. 3DS Max apply a invert gamma curve too all loaded images
2. Octane Gamma 1.0 applyes 2.2 (gamma curve) so all look bright but this only in the view, but the image is "lienar"
3. For the albedo, i dont get anymore how should work
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