Timeline for How do I adjust the level of influence a texture map has on an object?
Current License: CC BY-SA 4.0
6 events
when toggle format | what | by | license | comment | |
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Jan 29 at 17:24 | vote | accept | Jack Harris | ||
Jan 29 at 5:46 | answer | added | Lauloque♦ | timeline score: 1 | |
Jan 29 at 5:37 | comment | added | Lauloque♦ | Then all you need is a Separate Color node to isolate the channels, and then do the rest as I mentioned above. | |
Jan 29 at 1:53 | comment | added | Jack Harris | Probably not. I have a image file that's channel-packed, and it contains the metallic, specular, and alpha textures. I use the red channel for the metallic node and the inverse of that texture for the roughness (or vice versa, I can't remember now), and the metallic bits of the model look perfect, as long as the effect is turned down to 75%. | |
Jan 27 at 5:13 | comment | added | Lauloque♦ | You could use a Color > Invert node for the inversion, and a math node (color/float) to multiply by a factor between zero and one. But textures made correctly for a material are meant to work together as is. Small tweaks may happen to appeal user taste, but you shouldn't need such drastic changes. Are you using those maps correctly? | |
Jan 27 at 0:08 | history | asked | Jack Harris | CC BY-SA 4.0 |