#the specmaps look like this if it helps
1 messages · Page 1 of 1 (latest)
well, one thing.. turn your Smoothness down. That is set like glass for the side of a concrete building
One option is to disable "reflections"
hmm. i thought it was a combined map. ok
but that would disable window reflections too :(
That's helpful to specify
I believe what's happening here is that when the texture fades to a higher mip map level, it becomes more blurred
Which means that because you have white and black parts bnext to each other, they get smudged to grey
Making the whole building relatively glossy
This is technically more correct than having reflections of the windows disappear entirely
But with such a heavy mip map bias the effect happens very quickly
Quickly over distance I mean
disabling generate mipmap in the texture import setting should fix it, right?
"Fix" perhaps but cause other issues
it doesnt fix it (lol)
I think that is what the standard shader is supposed to look like with 0 specular
But I don't recall off the top my head exactly how it behaves
If you remove the specular map, you should be able to make the whole building like the asphalt there?
---which would remove window reflections
which is the main reason why i made the specmaps
Just confirming
@radiant summit The difference between the building concrete and the asphalt is that the asphalt has low smoothness, even if both had zero specular
As Hunanbean was right to point out
In specular workflow the environment reflections will still shine through with high smoothness, even if having 0 specular will remove reflections from light components
So you need a smoothness map to go with the specular map
Or just don't use specular workflow at all, it's not very intuitive, as we see
Then you only need a smoothness map
oh awesome
i can just reuse the specmap, right?
uh... @split quail how do i assign an image to the smoothness slider.... or assign an image as the smoothness map...
Smoothness has a "Source" which is Albedo Alpha, or Specular Alpha or Metallic Alpha if you are using specular or metallic shaders respectively
Which means you will have to save it to an alpha channel of one of the textures, there's no separate texture slot for it in any of the standard shaders
A workaround is to use the Autodesk Interactive shader, which has texture maps for everything
But note that it uses Roughness instead of Smoothness, which is the same thing but inverted
And that having more textures can be a bit less optimized
ah alright, i'll figure it out