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How to make a specular map with pixplant 2
How to make a specular map with pixplant 2





how to make a specular map with pixplant 2 how to make a specular map with pixplant 2 how to make a specular map with pixplant 2

Fill the base layer with white and flatten. To get a cleaner look use the circular marquee tool to create precise circles on a new layer and line them up with those in the original texture. When it comes to applying the displacement map to your Thea material, you may find that the displacement is a bit rough around the edges (see below). You don't want to displace all the fine detail, so use the marquee tool to block fill everything but the holes and then use a small soft brush to paint out the remaining detail surrounding the holes.įinally soften the edges with a little Gaussian blur (Filter>Blur>Gaussian blur). Bear in mind that the white areas will be displaced and the black areas will be recessed. Adjust the slider until all you can see are nice clean casting holes. You can use your bump texture as the basis for a displacement map. If you don't want a lot detail then you can exaggerate the light tones even further with some added contrast. Reflectance Mapsįor the reflectance map you start by desaturating your seamless texture (Shift + Ctrl + U) and then use levels to exaggerate the contrast in the dark range.įor bump use the same technique, but shift the tones towards the lighter range. You can however achieve perfectly acceptable results using image editing software like Photoshop. When creating these textures I personally prefer to use an application such as Shadermap, Pixplant or Crazy Bump, as you can change textures on the fly and preview how they will appear in your rendering application. I'll now go over the process of creating reflection, bump, displacement and normal maps for use with Thea Render and other 3D rendering software packages. It will be really nice once we get 2.8 and its updated viewport renderer (Eevee), then I could finally make the switch from the old school materials and lighting model to a modern PBR setup without losing the real time rendering advantage.">Part 3 - Reflectance, Bump, Displacement Maps I prefer real time results though, so I most often end up working with BGE for most stuff so I can just hit P and see my render in under a second, heh. Though this is all from the perspective of using Blender Internal or BGE, you'd probably be doing all this with nodes if you are using Cycles instead, If you set the material to shadeless, it will appear as if the white areas of the shadow map are being illuminated by lights while the darker parts are in shadow. The light map bit is likely actually a shadow map, you can bake shadows out and then assign that image to the diffuse intensity channel to have the map decide how light or dark the model is, with the parts on the map close to black being darker and the the white bits being the true color of your diffuse color texture or the objects base color set under materials.







How to make a specular map with pixplant 2