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To use the VRayBump2Glossiness utility node in such a setup:

  1. Connect the reflection glossiness map to the Base Glossiness input slot. Transfer the Reflection Glossiness value from the shader to the Base Glossiness parameter of the VRayBump2Glossiness node. Alternatively, if you don't use a separate glossiness map, only transfer the glossiness value. Set also the Use Roughness option to copy the shader's Use Roughness state (enabled/disabled).
  2. Connect the normal map to the Bump Map input slot of the VRayBump2Glossiness. Make sure to transfer the Bump map settings from the shader, including the same Bump map type.
  3. Connect the VRayBump2Glossiness output to the Reflection Glossiness input slot of the shader.
  4. If the Use Roughness option in the shader is enabled, disable it. Having Use Roughness enabled in both the shader and VRayBump2Glossiness leads to wrong calculations of the glossiness. VRayBump2Glossiness always outputs a glossiness value and if the input texture was a roughness map, then Use Roughness should be set in VRayBump2Glossiness, as instructed in point #1 above.
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Notes

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  • The Bump2Glossiness texture does not interact with VRayCurvature and VRayDirt when used as texture maps, as they are currently not supported.