Hi, it’s Jackson from the HORACE filter a while back. I’m excited to say I am working on a new character with the working name “CHINTZY” and can’t wait to see what you all make with him.
This is probably a simple question but I’m coming from Blender and am still not versed in the EH shader workflow.
I have baked maps for diffuse material, roughness, AO, and normals. I want to control the material’s roughness values with an image texture map but cannot figure out how to do it. I’d also like to do this for ambient occlusion but roughness is most important at this stage.
Can anyone help me figure out how to do this?
Has anybody figured out a workflow for giving an animated 3D character a floor shadow?
Thank you all so much. I’m excited to be back.
Hi @JQGRAY! Welcome back
You should be able to achieve all of your material questions using a Standard PBR material. Within the properties, there is a slot for an MRAO texture:
Please let me know if that doesn’t work
Thank you as always Mingus!
This is pretty close but not the full picture of what I am trying to achieve.
I have two separate maps: one for roughness and one for AO, and I would like to control these parameters separately. When I plug a texture in to the MRAO texture slot, it controls these parameters simultaneously using only one map. Instead, I’d like to have one map for AO and one map for roughness.
Is that possible?
Thank you so much Mingus – really appreciate your help on this!
@JQGRAY If you are unable to combine them, you should be able to plug each one into the Standard PBR node:
@JQGRAY If that isn’t looking correct, you can change the Sampler Type to Linear if you select Sample Texture 2D: