- 2020-05-22 at 2:44 pm #27901
Hi all, I cannot find a good way to visualize in a correct way pbr material in the workflow painter-3dsmax-Verge.
In attachment 2 images. One from Painter ( where I create the pbr maps) and the other from 3dsmax. the output is different even if the same hdr background. In 3dsmax I use physical material as your tutorial but it seems that there is more reflectivity…
Any clearer explanation or tricks about 3dmax?2020-05-25 at 6:51 am #279592020-05-25 at 9:46 am #27968
thanks. yes of course I always use 1 for Normal. I will try also for other maps. Any other specific parameter in verge? gltf2 has to be checked?
Thanks.2020-05-25 at 10:15 am #279712020-05-25 at 11:03 am #27974
Perfect “ALL” channel to 1 was the right way ( I used only Normal to 1 until now as in my render engines). It seems very close now. The only difference that I feel, is the “specular” look. It seems that Verge boost specularity. So I mixed to 0.5 the black with the AO used for reflection color.I know that this is not “physical” but it’s the only way I found to get close to painter.2020-05-26 at 8:23 am #28009
Yes, unfortunally there’s some difference.
Co-founder and lead graphics specialist at Soft8Soft.2020-05-26 at 2:51 pm #28036
yes. of course. the only thing that I don’t like is the “rim” around object…too much falloff. Anyway now it’s better. thanks.2020-05-26 at 3:19 pm #28038
You can correct the rim using Advanced Reflectance Parameters.
Co-founder and lead graphics specialist at Soft8Soft.
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