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Please, could you try this PBR generated maps?


miguel1900
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Greetings to all,

(I was sure I had an account here, from lot of time ago, but I stopped paticipating as I went absolutely busy becoming an Unreal Engine 4 specialist, so I'm new again!).

I'm writing you because I'm working in a PBR maps generator, similar to CrazyBump, for example, and it works absolutely great with Unreal, but I would want to know if it's also working fine with the rest of renderers, where they use PBR maps too. So, please, if you could try these ones with your favourite renderer, I would be very happy and glad about getting your feedback.

Thank you very much and best regards!

Capt.jpg

file_basename_R.jpg

file_basename_A.jpg

file_basename_H.jpg

file_basename_N.jpg

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Hi Miguel,

Here is it how it looks/works in Octane render engine.

It "kinda" works but for proper results you need to post hi-quality height/normala maps 'coz JPG are lossy compressed format and don't have enough definition for displacement (has to be uncompressed PNG/TGA/Tiff and even 16-32bit version for more fidelity to get clean not stepped displacements).

cheers

Rocks.jpg

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53 minutes ago, Elvis Blazencic said:

Hi Miguel,

Here is it how it looks/works in Octane render engine.

It "kinda" works but for proper results you need to post hi-quality height/normala maps 'coz JPG are lossy compressed format and don't have enough definition for displacement (has to be uncompressed PNG/TGA/Tiff and even 16-32bit version for more fidelity to get clean not stepped displacements).

cheers

Rocks.jpg

Hi Elvis,

Thank you very much! You are totally right, but I needed to post a compressed format to be able to upload it. In other case, images were too heavy and weren't able to upload. And, in addition, that pebbles color image were originally low-resolution, but it's the only one I was able to publish, due to copyrights, sorry!

Please, Elvis, could you confirm me if normal maps are also working fine, when maintaining the surface flat, without applying displacement? (In Unreal works fine and as spected, when you visually analize the normal map "sense" and compare with the plain-relief obtained result with applied normals, but with V-ray it looks strange, but maybe because V-ray doesn't use normal natively, but bump maps instead, is this right?)

If any of you want, you can send me any color texture and I will generate the PBR maps for you (and send them as high resolution and uncompressed PNG images), so you can "taste" it by yourself. You get free generated PBR maps and I get more feedback :) . Of course, we can do it through private messages, to preserve the images' copyrights.

 

Thank you again and best regards!

Edited by miguel1900
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Hi Agian,

Here is how it looks with JUST normal compared to normal+displacement (Bottom one had displacements OFF).

Something is weird yes, I can invert it and try to increase power and i get slightly different results but it's visible that it's just "fake" and no displacement. But for distant shoots it might be enough just to use normal :).

cheers

Rocks_Normal.jpg

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29 minutes ago, Elvis Blazencic said:

Hi Agian,

Here is how it looks with JUST normal compared to normal+displacement (Bottom one had displacements OFF).

Something is weird yes, I can invert it and try to increase power and i get slightly different results but it's visible that it's just "fake" and no displacement. But for distant shoots it might be enough just to use normal :).

cheers

Great!

Thanks again Elvis, normals seem to be working as expected. They are right for far shoots, as you mention, of for middle but orthogonal shoots, giving some relief sensation but in a cheaper way than using displacement.

Thanks again!

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