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gamedesign1
01-02-2018, 08:35 AM
Hi All

Does anyone know what is the correct way to manually setup the Spec/Gloss or Metal/Roughness maps in LightWave 2018 Principle shader.
if you have Metalness/Roughness image maps what goes into the Specular channel in LightWave and if you have Specular/Gloss image maps what goes into the Metallic?

Thanks :)

gamedesign1
01-02-2018, 08:47 AM
From what I can see the Metallic kind of replaces the Specular. But what I don't understand is when you need to use both Specular and Metallic at the same time. I thought the point of standardizing PBR to the Metalness/Roughness and Specular/Glossiness was that you could create all realistic surafce types using just those two worfklows. I'm guessing this isn't the case then.

gamedesign1
01-02-2018, 09:04 AM
Reading this, helps a lot.
https://www.allegorithmic.com/system/files/software/download/build/PBR_Guide_Vol.1.pdf

sadkkf
01-02-2018, 11:06 AM
Reading this, helps a lot.
https://www.allegorithmic.com/system/files/software/download/build/PBR_Guide_Vol.1.pdf

That's great information, but I'm also wondering exactly how to use the maps from Substance in LW. Does anyone know if 2018 makes it easier to these image maps?

TheLexx
01-02-2018, 11:15 AM
That's great information, but I'm also wondering exactly how to use the maps from Substance in LW. Does anyone know if 2018 makes it easier to these image maps?

These links to 3rd party might be of some help - OD PBRImporter (https://vimeo.com/247088794) and OD SubstanceReader (https://vimeo.com/247086500).

sadkkf
01-02-2018, 11:51 AM
These links to 3rd party might be of some help - OD PBRImporter (https://vimeo.com/247088794) and OD SubstanceReader (https://vimeo.com/247086500).

Thanks. I've got these on my list next to the upgrade to LW. I'm hoping we get native Substance support in a dot release this year.

Edit: I hasten to add I'm grateful to Oliver for providing such functionality. Much needed tools and a beautiful implementation.