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3d coat to Arnold


neom315
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Hello guys and girls,

 

What is the best aproach to get a similar result of the 3d coat pbr in Arnold?

I am trying to match the same look, but for some reasons i can get something very similar in marmoset, but if i go in arnold the textures does not match and shader look totally different.

I am testing it into xsi, but even with maya i get the same result.

 

Thank you

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Hello Man, yes i know, i am tryng to replicate the same result in arnold for maya, but its really impossible and for production this is quite a problem, cause i can see in marmoset the object working perfectly, but in maya or xsi i can't seem to find a quick way to export maps and have them to responde correctly, does anybody have some work around?

 

thank you

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PBR,  is just physically based...which of course all of the offline renderers support.  It is generally not understand that "Metal"  just means Fresnel.

 

 

Just the terminology is different. 

 

For Diffuse/Rough/Metal workflow when using Arnold

 

Diffuse Texture:  Diffuse and Specular Color of the Shader

Metal Texture:  goes into the Fresnel of the the Shader

Gloss/Rough:  Roughness of the Shader  - you may need to invert the texture when using Arnold because Black=Chrome and White=Lambert

 

For Diffuse/Gloss/Specular workflow when using Arnold

 

Diffuse Texture:  Diffuse Color of the Shader

Specular Texture:  goes into the Specular Color of the the Shader

Gloss/Rough:  Roughness of the Shader  - you may need to invert the texture when using Arnold because Black=Chrome and White=Lambert

 

Because the latter method does not have any control for Fresnel, it would better to use a Metal Texture as well.

Edited by 2byts
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