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Weight value influences the strenght of the map
Posted: Sun May 27, 2007 2:31 pm
by Mattia Sullini
Since this is almost what already happens with roughness, i would find very useful to extend this possibility to the weightmap. This would simplify the creation of the materials where specularities are applied with a second weighted BSDF without having to keep on going back and forth from photoshop. Or is there another tricky way i do not know?
With 1.5 even more important, since photoshop does not allow anymore to edit maps that studio is using

Posted: Sun May 27, 2007 3:39 pm
by tom
Weight can't work like roughness does. Because weight at the same time changes the balance between BSDF layers which is automatically normalized up to 100. In the future we'll have more control over textures.
Posted: Sun May 27, 2007 5:51 pm
by Hybaj
Tom : I'm not 100% sure what Mattia meant by that but can you tell me if a mix map for textures is anywhere in the future roadmap?? For me such a feature is second coming of the Christ since when I want to combine textures in different ways I don't have to create new ones in photoshop. It simply means combining 2 textures into one slot (reflectance,roughness and etc) through a grayscale mix map (in other words weightmap for textures). Such a procedural mixmap won't take much time to code and would serve pretty well I beleive

Posted: Sun May 27, 2007 7:05 pm
by tom
Yes, we will have such controls for textures and more.
Posted: Sun May 27, 2007 10:40 pm
by Hybaj
Posted: Mon May 28, 2007 11:54 am
by Mattia Sullini
tom wrote:Weight can't work like roughness does. Because weight at the same time changes the balance between BSDF layers which is automatically normalized up to 100. In the future we'll have more control over textures.
Thank you Tom, did not know abot this technical behaviour

But if you planned to incorporate a simple built-in texture editor (:D) i would not need such a shortcut to balance the map!