![]() ![]() In the Attribute Editor, under the Textures heading, click the icon where you want to connect a map (for example, Color Map).Standard_Masked preset: enables you to further control the transparency by providing an opacity mask map to determine whether or not to render a pixel (instead of performing alpha blending). ![]() Standard_Transparent preset: provides an Opacity control that allows you to set the level of opacity/transparency.Switch to these presets using the Preset Material drop-down list in the Attribute Editor. In addition to the above Standard preset, two other presets are available that enable you to do the following. You can find these connections in the Textures Global section of the Attribute Editor. In addition, three files are pre-connected for image-based lighting, and their connected file nodes are shared amongst all Stingray PBS nodes in the scene. As you increase the roughness value, the reflection becomes more scattered and more blurry. A roughness of 0 represents a smooth surface and thus perfect reflection. This map determines how rough a surface is and thus its reflectivity. The map value should represent the top layer of the material therefore, painted metal should not be set to 1 as paint is a non-metal. This value should be 0 or 1, with non-metals as 0 and metals as 1. Your metallic map is a mask that determines the areas of your object that are metallic and the areas that are not. By default, the Stingray PBS node accepts inputs for six different types of maps: ![]()
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