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The example shader of the rocky Suzanne can be downloaded here: https://cloud.blender.org/p/procedural-shading/5f18164e801081e557547c25
Hi, what is with the Specular Map? Some people only invert the roughness Map to get a Secular Map, but I think that's not right. I create seemless Textures for a virtual World Game and they use only 3 Layers. 1. Color is already combined with Diffuse and AO, 2. NormalMap 3. SpecularMap. I see no baking Type for Specular Map. What is the right Way to get one?
@Sabine Freyer It depends on the shading model you go for. The most established for realism is to not use a specular map but just the roughness instead. The amount of specularity is then just dependant on the IOR of the material. It can still be useful to modify this regardless for art direction.
But that means there is no accurate way to get a specular map out of a roughness map since they are different things. I would try incerting is and adjusting the levels until it looks right under different lighting conditions.
At 08:46 and following: What kind of view is that on the left side of the window? I'm not able to reproduce this. I assumed that' the plane object. But why does it change its shape by changing the RGB curves? I tried to reproduce this but I only get changes in the grey scale of the plane object when I change the RGB curves. The plane itsself doesn't change as in the video. Please advice
*@Michael Schwarz* Assuming your nodes exactly match what's in the video...you need to be in Cycles render preview mode. Material Properties>Settings>Surface>Displacement should be set to Displacement and Bump OR Displacement Only. And your plane needs a good amount of geometry by way of manual subdividing and/or a Subdivision Surface modifier. I'd also suggest not messing with with the plane's scale just to eliminate a variable. This stuff was covered in some previous lessons...might want to go back and rewatch some things.
*@Blair Martin* Thanks a lot. Render engine cycles and the render preview mode did the trick. For a beginner it is a bit difficult to understand the differences between the render engines. With evee you have just a plane with cycles you have a curved plane. That means if you like to set up a scene you'll have to decide in advance with which render engine you are going to manage the output. The workflow to create the scene would be different depending an the render engine you are working with.
*@Michael Schwarz* Yes, correct. The only way to do displacement in Eevee currently is to use the displace modifier on the mesh. But for this you cannot use the shader nodes, you have to use a texture, like a baked image. I will go over baking in the final chapter.
*@Blair Martin* Yes, that's correct, thanks for clarifying!
09:35 casually throwing a lesser key of Solomon sigil in there
I'm trying not to get jealous of people learning this stuff through these videos while I had to scrape and claw my way there using multiple sources of wildly varying quality. ;)
Awesome! I wanted to make every shader you were using as a demo in this video!
Amazing....! I understood so many things.... Thanks
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