You can control what details actually make it into your normal maps via the low, mid and high frequency controls that allow you to customize the details found in your normal maps.
- [Instructor] Once we have the intensity of our normal maps…set the way that we want, our next area of focus…will probably be to determine the type…of relief detail that we are pulling from the input bitmap.…To get a good idea of what is going on in our 3D view,…let's swing the camera up to the top of the geometry…and then just make sure that we getting a nice bit…of light play going on,…something that will help us see just how…our normal and height maps are working.…Now the first of the options that we have available here…are the Low, Mid, and High Frequency controls,…which in essence are the algorithms that determine…just how the large, medium and small details…found in our input image will be pulled into the normal map.…
In fact, let's double-click on the Normal output…in our Graph view in order to clearly see…how these are combining in this case.…Let's then just single-click on the B2M node…and get back to the Relief controls.…If you have continued to work…in the Bitmap2Material standalone application,…
- Bitmap2Material UI
- Exploring the parameters area
- Bitmap2Material Lite
- Loading Bitmap2Material
- Adjusting output size
- Changing the colors in an input bitmap
- Using the low, mid, and high frequency controls
- Setting the Roughness Value
- Setting the AO balance
- Loading your maps into Unreal Engine
Skill Level Intermediate
1. The Bitmap2Material UI
2. Bitmap2Material in Substance Designer
3. The Global Controls
4. Fixing the Base Color Map
5. Using the Relief Controls
6. Building a Roughness Map
Setting the Roughness Value2m 18s
7. Generating Ambient Occlusion
8. Saving and Testing Your B2M Texture
What's next?1m 43s
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