#the specmaps look like this if it helps

1 messages · Page 1 of 1 (latest)

split quail
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Can you show the material settings and texture import settings just to be certain

stone osprey
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well, one thing.. turn your Smoothness down. That is set like glass for the side of a concrete building

radiant summit
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because it is

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the building and the glass is one mesh

split quail
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One option is to disable "reflections"

stone osprey
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hmm. i thought it was a combined map. ok

radiant summit
split quail
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That's helpful to specify

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I believe what's happening here is that when the texture fades to a higher mip map level, it becomes more blurred

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Which means that because you have white and black parts bnext to each other, they get smudged to grey

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Making the whole building relatively glossy

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This is technically more correct than having reflections of the windows disappear entirely

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But with such a heavy mip map bias the effect happens very quickly

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Quickly over distance I mean

radiant summit
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disabling generate mipmap in the texture import setting should fix it, right?

split quail
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"Fix" perhaps but cause other issues

radiant summit
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it doesnt fix it (lol)

split quail
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I think that is what the standard shader is supposed to look like with 0 specular

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But I don't recall off the top my head exactly how it behaves

radiant summit
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0 specular

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mainly because it doesnt have a specular map

split quail
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If you remove the specular map, you should be able to make the whole building like the asphalt there?

radiant summit
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---which would remove window reflections

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which is the main reason why i made the specmaps

split quail
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Just confirming

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@radiant summit The difference between the building concrete and the asphalt is that the asphalt has low smoothness, even if both had zero specular

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As Hunanbean was right to point out

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In specular workflow the environment reflections will still shine through with high smoothness, even if having 0 specular will remove reflections from light components

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So you need a smoothness map to go with the specular map

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Or just don't use specular workflow at all, it's not very intuitive, as we see

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Then you only need a smoothness map

radiant summit
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oh awesome

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i can just reuse the specmap, right?

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uh... @split quail how do i assign an image to the smoothness slider.... or assign an image as the smoothness map...

split quail
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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

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A workaround is to use the Autodesk Interactive shader, which has texture maps for everything

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But note that it uses Roughness instead of Smoothness, which is the same thing but inverted

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And that having more textures can be a bit less optimized

radiant summit
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ah alright, i'll figure it out