Thank you! I think once we understand material composition you can create anything with v-ray 😊. In depth videos like this is to clarify those little details 😊 glad you enjoyed it.
The only difference between OpenGL and DirectX Normal map is the Green channel is inverted (DirectX's first pixel pixel is at the top and Open GL first Pixel is at Bottom), Similar to Roughtness and Glossiness concept :)
@@TN3DStudio thanks a lot. How does this affect its usage/application because believe I noticed a difference in the bump result when I used the two. And do we still use the transfer function settings for the two
If you have ambient occlusion texture, you combine it with the diffuse texture using mix operator text map. 👍🏿 I've show this in other material videos 😊
Yessir, mix operator multiply 👍🏿, but depends on the AO texture, sometimes if it's inverted you have to try other options. But look at how the textures blend together, because AO texture adds shadows and highlights back to diffuse/albedo texture 😊
I normally use Mix operator when i have to combine 2 textures in the same slot (this would be the same for Albedo and Ambient Occlusion), Because i had roughness the mix operator blends the two so you can get the right results. :)
I never understood the differences between roughness and glossines, can't we reduce the glossines by darkening the b&w texture map, and generate roughness, i just don't get the difference
Yes, rougness and glossiness are the same (just opposites). Where glossiness gives you sharp reflection roughness will give you matte surface ( and vice-versa) works the same with the texture, the secrete is in the contrast of your texture. I always adjust my roughness (in vray or photoshop) Trust me, it's not that complicated. Thanks for your comment 😊
@@TN3DStudio I just adjust the gain, gama and lift of texture, at color correction, wrap in, in the glossines texture slot and i get matte reflection, sharp reflection, all i need, still don't know the use of roughfness, anyway thanks for the comment
Hey guys, if your interested in the pack from upstairs used in the video, here is the link : gumroad.com/a/523101395/wnqwb
Incredible video as always, Tony! Your tutorials are really in-depth and a must for everyone learning archviz 🙌
I appreciate it Bro, Valeu! always looking forward to your video👊👊
Legend best video on material settings!!! Took me a while until I got here….. can’t thank enough ❤
Thank you 👊🏿👊🏿 welcome to the family 😁
Great video, especially the surface imperfections which is something not covered nearly enough.
Thank you! I think once we understand material composition you can create anything with v-ray 😊. In depth videos like this is to clarify those little details 😊 glad you enjoyed it.
Great tutorial, very helpful
Though what's the difference between a directx and opengl normal map.
The only difference between OpenGL and DirectX Normal map is the Green channel is inverted (DirectX's first pixel pixel is at the top and Open GL first Pixel is at Bottom), Similar to Roughtness and Glossiness concept :)
@@TN3DStudio thanks a lot. How does this affect its usage/application because believe I noticed a difference in the bump result when I used the two. And do we still use the transfer function settings for the two
Great tutorial, thank you so much
Thank You, Glad it was helpful! :)
Very hepful
@@patrickobrien3235 😊
greate video sir please make a video on how to right way to apply low resulation internet image as bit map without break and repeat.
You mean how to make a seamless texture?
What about Ambient Occlusion?
If you have ambient occlusion texture, you combine it with the diffuse texture using mix operator text map. 👍🏿 I've show this in other material videos 😊
@@TN3DStudio mix operator in multiply A x B mode?
Yessir, mix operator multiply 👍🏿, but depends on the AO texture, sometimes if it's inverted you have to try other options. But look at how the textures blend together, because AO texture adds shadows and highlights back to diffuse/albedo texture 😊
Nice thank you ❤❤
thnanks, but you go too fast about mix operator for imperfections
I normally use Mix operator when i have to combine 2 textures in the same slot (this would be the same for Albedo and Ambient Occlusion), Because i had roughness the mix operator blends the two so you can get the right results. :)
@@TN3DStudio thanks for your answer
I never understood the differences between roughness and glossines, can't we reduce the glossines by darkening the b&w texture map, and generate roughness, i just don't get the difference
Yes, rougness and glossiness are the same (just opposites). Where glossiness gives you sharp reflection roughness will give you matte surface ( and vice-versa) works the same with the texture, the secrete is in the contrast of your texture. I always adjust my roughness (in vray or photoshop) Trust me, it's not that complicated. Thanks for your comment 😊
@@TN3DStudio I just adjust the gain, gama and lift of texture, at color correction, wrap in, in the glossines texture slot and i get matte reflection, sharp reflection, all i need, still don't know the use of roughfness, anyway thanks for the comment
Thank you for such an informative video BUT Audio in this video is just Treble. It’s pinching my eardrums so bad man.
I'm glad the content was still useful :). The Audio as been much better since this video. so Hopefully this wont happen again :)
I’m always appreciative of your videos and responses ! Thank you for making them such great and helpful TN !
@@EvilizedDead_EVL_DED thank you! I really appreciate the feedback. 🙏🏿
Thank you for these tips. It helps a lot
Thank you 🙏🏿👊🏿