So i downloaded a texture and it had a lot of different maps. i understood the AO, Color [i assume diffuse], normal and displacement.
But whats Gloss and Reflection? Arent they the same thing?
So i downloaded a texture and it had a lot of different maps. i understood the AO, Color [i assume diffuse], normal and displacement.
But whats Gloss and Reflection? Arent they the same thing?
Hey there,
Read this
So specular/reflection is not really part og the PBR main shader. That’s why ppl usually leave it untouched and operate through roughness.
Glossy and Roughness should be the same, just inverts, B to W vs W to B. In PBR roughness, black is the shiny, white is the matte, with glossy it should be the opposite I guess, but ofc you can invert it and tweak it, with say, a Color Ramp
This is clearly wrong in a number of ways. The fact that it’s being published by a commercial material source is hilarious.
This is a commonly cited source for understand material maps.
For something shorter and simpler, there’s also this article from Marmoset
Oh yeah, I see some problems now, but haven’t read it that much in detail (I usually trust poliigon), however it is clearly simplified like normal does not actually equal bump, etc…
Now for the roughness part, inverting the stuff should still work I quess.
As an extra note for cc0, not commercial maps: I don’t always find cc0 PBR maps that good with regards to normal, displacement and bump. I feel like sometimes they just fast convert it without working on details, but the world of cc0 textures is vast so you can always find aome good stuff
Oh, a PS: Blender’s own documentation can also be helpful in many cases. May have some gaps, but for basic info, it usually helps me a lot, especially being written for Blender itself, also having example pictures in most cases.