Adding variation that's still being driven by the main input image can help you produce a better-looking roughness map—one that makes the surfaces look like they belong in the scene.
- [Instructor] Having explained and set up…the value parameter in our roughness controls,…what we want to do now is push the roughness map…a little further by looking at how we can use…curves information in the Bitmap2Material node…so as to augment our final material.…To start with, as we increase the roughness variation…from curves' value, that we see here, all the way to one,…we are essentially telling Bitmap2material…to use all of the curves and frequency information…that it has collected behind the scenes from the image…in order to give us as much variation…in the roughness channel as it possibly can.…
And if we rotate the view around a little,…we can see just what this looks like.…At a value of zero, of course, we are obviously using none…of that information, and so, as we look around the geometry,…we see much less in the way of variation in the surface.…One thing we can do with this control is use it…to create transitions or blends between the high-…and low-frequency points in the image,…blends that can be set to hard, soft,…
- 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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