The way that light interacts with a surface in the real world is what tells viewers exactly what kind of surface it is. Setting up the roughness map in order to mimic this is key to making good textures—so it shouldn't be rushed.
- [Instructor] In this particular chapter of our course…we're going to take a look at tweaking…how our material is reacting to light,…which of course in the real world…is the interaction that tells a viewer…just what type of material or surface they're looking at.…Looking in the Roughness rollout then…the first and perhaps the most important settings…that we have access to is the Value slider.…If we set this all the way down to 0,…so a surface with no roughness at all,…you can see that we now produce a clean reflective highlight…all the way across our material.…
In other words, we now have the look…of a completely smooth surface.…This, of course, is not what we want for the texture…that we're trying to create.…Still, our mossy grass will need…some areas of reflectivity in there,…such as the leaves and perhaps the sticks that we see.…If fact, the moss itself…would probably be somewhat reflective,…as it does tend to hold quite a lot of water.…One really nice feature here…is that we do tend to get pretty good results…
- 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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