Hey there i’m having some difficulty trying to figure out the node system in Blender. I have a texture that i am trying to assign to new material. When i go into the NODE editor i bring in my textures which are Diffuse Map, Specular Map, Gloss, Normal, Transparency, Height and emission. So now i’m stuck i see some tutorials that do the defuse normal and a height map but not all of these at the same time…Help please i’m lost at how to get them all too output properly.
Cycles doesn’t work as older render engines, and its way is quite different as you deal not with a typical material, but with different ways how the material reacts to light or produces it.
It’s still possible to use these textures in the materials; for example, the diffuse texture should be connected to the input of a diffuse shader, which is then mixed with a glossy shader with a glossy color texture connected to it, the glossy factor texture should be used by the mixshader and so on.
Here i made a quick setup that suits your needs:
Bettero organized so i can explain:
Let’s start from the diffuse one:
A diffuse texture is basically a texture that represent the main surface color, to create it you just need to connect the Color output from your Diffuse texture to your Diffuse Shader as shown.
Then the nodes proceed to the Glossy (Specular) and Gloss:
- In the Gloss frame i put your Gloss texture, connected to a Math node set to multiply, this is for controlling the value of the texture, so if for example is too strong (less gloss) you can control it via the Math node to mitigate or enhance the effect; Then all of this is connected to the Roughness value of the Glossy node, that in fact control the glossyness of the material.
- The glossy node then is connected to a Mix shader node, this is because we have to Mix the previously created diffuse shader to this new glossy shader, we can control how much glossy the material haves to be via a texture. Again, i connected the Specular texture to a Math node before connecting it to the Mix Factor to have better flexibility and control over the result. With the Mix factor now we can control where the material needs to be diffuse or glossy (0 Means the first Input ( in our case diffuse ) 1 Means the second ( Glossy )
The transparency:
- As you can see here i use another Mix Shader, this is because i want some part of my material to be transparent or semi- transparent, so i have to Mix the two previous Diffuse and Glossy shaders with a Transparent shader, here i connect directly the texture to the Mix factor, because usually this kind of texture doesn’t need much tweaking. Here again, where the texture will be white ( 1 ) the material will become transparent, otherwise it will stay a opaque mix of the previous shaders
The Emission:
- Here i made things a little bit different. Usually with an emission shader i want a material to emit light in certain areas but i don’t want to nullify the prevoius shaders, so i ADD the emitted light with an Add shader node. The emitted light is controlled by a texture, I use a Mix shader to do this but as you may notice the first Input is filled with the Emission shader, while the second one is empty, this will represent 0, so where the Texture will be Black the ADDED light to the previous shaders will be none, otherwise it will ADD light to the previous shaders. [ Actually i’m sorry, you have to Swap the inputs, so the Emission shader needs to be connected to the Second one, otherwise it will just have a negative effect]
Normal and Bump
- I first create the normal vector, this is pretty straight forward, i just connect my Normal Map texture to the color of the Normal Map Node.
- Then if i wanna Add the bump i connect the Color output from my Bump Map Texture to the Height input of the Bump node, and then the Previously created Normal vector to the Normal Input of the Bump node. At the end i take the Normal Output from the Bump node and i connect it to the Normal Input of my shaders, in this case just the Diffuse and Glossy one.
Hope to be helpful. Ask if you need more help!
Remark: Normalmap’s image node needs to be set to Non Color Data instead of Color imho. *_ao.tga is Ambient Occlusion map likely; you could multiply color of this and *_alb2.tga to use as a Diffuse color.
Do not believe transparency comes in for ceramic tile material; what was the idea here?