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where and how do you use specular maps?

Posted: Fri May 12, 2006 11:59 pm
by JCAddy
I'm trying to simulate a leather material. Where would I use the specular map and how would I adjust it once placed?


thanks alot

Posted: Sat May 13, 2006 12:01 am
by lllab
there is no specular in real world materials.
in maxwell this is a roughness and reflection value...

cheers
stefan

Posted: Sat May 13, 2006 12:03 am
by JCAddy
Then how would I make the cracks in my leather shine a little more than the rest, where do I place my spec map at?

you're saying you don't do this in mw?

Posted: Sat May 13, 2006 12:08 am
by Maximus3D
Specularmaps works well in the Roughness slot, and then you can enhance it a bit with the same map in bump or if you wanna invert the bump you can do that too. Either way it makes the bird fly..

And try playing with layers to enhance the variable roughness look you get when you use specularmaps in the roughness slot.

/ Max

Posted: Sat May 13, 2006 12:10 am
by JCAddy
Thank you, that was what I was wondering.

:)

-Jason

Posted: Sat May 13, 2006 12:15 am
by JCAddy
Hey Max, what color does what in the roughness slot (ie: white and black) I've got my crack leather material in that slot and its still making the whole material shinier, not just the white or the black section.

know what I mean or do I need to post examples?

Thanks

Posted: Sat May 13, 2006 12:22 am
by JCAddy
ah all it took was putting a bump on both bsdf layers. My leather is now setup like this

top BSDF 100%= leather map in reflectance
ND 1
Toms Velvet R2 file loaded
Lambertian
Leather bump in the bump slot set to 20

bottom BSDF 35% = ND 2
Roughness 25
Leather bump in the bump slot set to 20


looks great so far

Posted: Sat May 13, 2006 12:34 am
by 3dtrialpractice
hyperballad.

anychance you could show a quick example of the rendered leather..

how is is that your 1st ylayer 100% and second 35%? u have blending set to normal or additave?

Posted: Sat May 13, 2006 12:45 am
by JCAddy
I'll post images of my material settings and the render when its done cooking or far enough into the render to show as an example.

I don't think the layer order matters. I think its all in how you use the blending weights. Just a guess though, I am not positive. But anyhow, it worked out good for this even if I am doing it wrong.

Posted: Sat May 13, 2006 1:16 am
by JCAddy
The other scene is taking too long to render so I did a quick 10 minute render and here it is with the mat settings.

Image

<BR>

Image

Posted: Sat May 13, 2006 2:23 am
by sandykoufax
Your material looks good, Hyperballad.

And thank you for sharing your setting. :D

Posted: Sat May 13, 2006 3:01 am
by 3dtrialpractice
yep thnx!

looks great!

Posted: Sat May 13, 2006 12:50 pm
by -Adrian
I also wanna mention that you might have to invert the specular map since it's usually brighter where it's suposed to shine, whereas in Maxwell a bright zone is interpreted as higher roughness and turns out less shiny :)
<BR>
we don't play by these rules here :lol:

Posted: Sat May 13, 2006 9:55 pm
by JCAddy
haha I'm used to putting <br> everywhere. Sorry.

Here are some images using the leather. "on the handle of the lantern"

I realize that the metal uvw's are stretched but thats ok, I wasn't focusing on that yet :)

glad this helped some of you. If you want the maps that I used, just ask and you shall recieve :)

-Jason


Image

Image

Posted: Sun May 14, 2006 9:05 am
by jotero
WOW... nice work Jason :)