PBR glossy and UV image glossy how to?

having a UV color image for wood plank problem
using PBR node with glossy

but not working don’t know if possible to get glossy with PBR on wood

I need the glossy effect to get better 3D effect with UV image
if possible

I need this for planks on old boat and keep the hull 3D shape
when using horizontal planks
if not I can always use bent planks but this is not really realist on a boat!

any one has an idea how to do this with PBR ?

even tried adding some Mix shader and glossy but still not working well

thanks for feedback
happy bl

Just scale down the roughness map if it is high. Maybe in combination of increasing the specular. If treated with oil to create a topcoat that creates the glossy, lower the main specular.

Why is bent planks not realistic to use on a boat? What kind of boat?

I can’t do much more helping without object and textures in this case. Share externally if too big to attach here. But I won’t be bothered with a link.

I got another problem
in one file for wood I can see the mat wood texture in viewport
but in the other file after copy paste i don’t see the wood pattern anymore

any idea why it is doing that
see file here and cannot see the wood pattern

I modified another nodes set up and beginning to get some spec reflections

see file here

shrinkwrap-boat3.blend (3.4 MB)

if you put horiz UV wood on side of a 3D boat you sort of loose the 3D effect cause diffuse UV map don’t have spec reflections
seen this a few time before
so have to curve the UV points to get curved planks on boat’s side to get more 3D effect

thanks
happy bl

files is in old 2.79
will test in 2.81

here is image in other file where we can see the mat pattern

strange that we cannot see pattern in other file
see file I uploaded

why did it change after doing the paste ?

thanks
happy bl

Here is the material for wood7 - just a quick fix:

  • You weren’t using any UVs to drive your texture. Using object info/random on its own doesn’t do anything. Here I’m using random fed through a noise, creating colors, creating random offsets to the UV lookup.
  • Faces are not smoothed.
  • You have three “suns” in your scene - two actual ones. Those two have an angle of 90 degrees. In the image I’m using only one sun, set at more appropriately 0.5 degrees. I didn’t change strength/exposure, but that is off too.
  • Not sure what the displacement was about, but experimental was not activated (so microdisplacement could never work), objects wasn’t prepared for it using adaptive subdivision, and the math going into it was too hard to try to decipher.

As you can see, your sun reflects in the boards (HDR sun is rotated away form the camera so it can’t be it), meaning it has some glossy.

displacement node ?
just saw it
did not have it in my original file
it was modified after doing the paste in file
don’t know how !

can you show larger image for nodes set up

will check the sun and lights sources too

with this latest nodes set up I mean I know it has some spec reflections

thanks
happy bl

That’s a 2560x1532. Did you try clicking on it? Twice?

I dowloaded it and i can read it now

in post you cannot read it in viewport !

I check the node info location random
this works fine in 2.79
and it does looks like it is not working anymore in 2.81
any idea why ?

thanks
happy bl

I used it earlier today on instances, so it works in 2.82. But it’s still just a random color per objects, can’t use it alone for texture mapping. Need to add it to UV or something for it to make sense. But it will update if object moves, so may not be suitable for animation.

don’t really need anim more for a still render

have to experiment with lot’s of planks on ship’s hull and see how it renders
anyway I will change the input info and use the noise to get more
location variation and see if I can use horiz planks for hull
but with some specular it should give a better 3D effect

thanks
happy bl