Member neom315 Posted June 14, 2015 Member Report Share Posted June 14, 2015 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 Quote Link to comment Share on other sites More sharing options...
Carlosan Posted June 14, 2015 Report Share Posted June 14, 2015 As i remember, Arnold XSI dont have PBR shader support Related http://3d-coat.com/forum/index.php?showtopic=17816&hl=maya Quote Link to comment Share on other sites More sharing options...
Member neom315 Posted June 16, 2015 Author Member Report Share Posted June 16, 2015 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 Quote Link to comment Share on other sites More sharing options...
Advanced Member Aleksey Posted June 16, 2015 Advanced Member Report Share Posted June 16, 2015 this really isnt a SOS! question... Quote Link to comment Share on other sites More sharing options...
Advanced Member L'Ancien Regime Posted June 17, 2015 Advanced Member Report Share Posted June 17, 2015 this really isnt a SOS! question... SOSI? Quote Link to comment Share on other sites More sharing options...
Member 2byts Posted June 18, 2015 Member Report Share Posted June 18, 2015 (edited) 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 June 18, 2015 by 2byts Quote Link to comment Share on other sites More sharing options...
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