This is a duplicate material, UV unwrapped, and rotated so the image appears the same. But for whatever reason it seems to be the inverse of the image. I checked the normals, everything looks ok. Can’t tell why one would be the inverse
Hard to tell… normals would also be by first gues… can you upload a blend file with only the import part ?
on second thought the direction of the marple (?) image texture seems to be totally different… Idea or just a thought (never thought about it before): if you use them as bump and the UV are somehow inverted… ?? Could this be the culprit ?
This is the material nodes. I am using the same mapping node to the images. The top image in the nodes is color, the other two are B&W even though the marble is almost completely without color
The link to your Bump node is wrong connected… it should be plugged into the ‘Height’ input, not ‘Normal’.
@Secrop THANK YOU!
Eliminating the bump node fixed the problem, and it is rendering correctly now. Two questions:
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Do I not need the bump node since I am sending it also through a displacement node around the BSDF?
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I don’t see a height input on my BSDF, so where should I be connecting it?
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well… yes,no, maybe… In your case, you could remove the displacement, and stay just with the bump/normal map. But it’s not a rule.
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what ‘height’? you should just plug the image texture node to the ‘Height’ of the bump node, and from there to the BSDF Normal…
So you use the same BW image as JPG to get some normals via a Bump node but using it as normal input and also using it for a displacement but here usingit at height… ??
You also use generated coordinates and not UV…
If there is no magic trick involved i do not know why you are doing this that way.
In the same way as shown for example here for bump and normals:
there is also a Displacement node for displacement…
Also bump maps, normals or displacements maps are data and no images… so it should be set to non-color. And because of the same reason someone should not use JPG for this.
I typically use an image that I have downloaded, JPG or BMP, and use that for the color. Then I convert a copy of the same image into Black and White to add some texture to the material.
I have no reason for doing this, but I had downloaded a free material and that is how the person made the material. So I just adopted it and it kind of worked.
I am just learning as I go, so I really appreciate the “why are you doing it this way?” as most of the time I’m just trying to make something work.
Understood about the non color for displacement. Do you have a recommendation on how I can make one for material that doesn’t have a custom bump file?
This work is inside elevators, so they use a lot of laminate, flooring materials, and things that are specified so I have to use the image that I get from the manufactuers website.
I appreciate the help very much!
Some time ago (years) people did other maps by using some filters and color manipulation… but since some specific procedural material generation app and/or photogrametry this is mostly not used anymore.
So you may download free or paid “proper” maps or try some modeling/generating on your own… it all depends how far you wanna go.
You may also use the search feature of the forum (top right; icon)…