D C Posted July 5, 2017 Share Posted July 5, 2017 I've seen many different techniques creating such maps, and my impression is, is that there isn't any specific methodology in making them? I've always used white and blacks, but as I learn more greys are important too. What should each map look like? In terms of white's, greys and blacks? Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted July 5, 2017 Share Posted July 5, 2017 I'd say you should imagine (or test) your material properties without maps.... 0.0-1.0 is black to white, or you are actually choosing black to white as an input in some cases. Once you have the flat material values, what you are creating is a map that has areas where there is this level of "perfect" and areas that are less so. Perfect then equals this value (however white or grey/ 0.0-1.0) you have chosen and then the rest of the map is less so. The slower gradient between the two (along with bitmap blurring value in max) make for a more gradual effect between high and low values and the less "grey" or gradient between the high and low values (or complete lack there of) will give you more extreme exchanges. You can use Photoshop to create several maps or you can plug a single map into a series/combo of Color Correction > Output > Mix to create these maps procedurally. I'd recommend just making them in Photoshop. Link to comment Share on other sites More sharing options...
D C Posted July 6, 2017 Author Share Posted July 6, 2017 Ok thanks. So, for example, I tend to notice glosiness maps being lighter and less contrasting than say a reflection map. If I was to say have a, metallic reflection map, how do you define the difference using levels betweenthat and and a glosiness map? How different should it look?? Link to comment Share on other sites More sharing options...
Corey Beaulieu Posted July 6, 2017 Share Posted July 6, 2017 There is no rule of thumb with that specifically. With a metal it is likely that the Reflection Glossiness map will be on the brighter side as metal tends to be shiny, but if you wanted a beat up looking metal you would likely add a pretty contrasted map for this if not use a blend material. All the maps are doing is changing the values over the surface space so your thinking should be no different than without them save the fact that 0.0-1.0 need to be thought of in terms of black and white scales. Link to comment Share on other sites More sharing options...
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