How to use displacement and gloss image from POLIIGON

Started by bronson, December 04, 2016, 06:49:01 PM

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bronson

Hi all,

I just joined 30-day trial program of poliigon.com.
It seems incredible source of materials as you folks able to produce incredible results from poliigon materials.

Can anyone explain how to use displacement, overlay, albedo and gloss image?
What is the difference between reflection and gloss?

Thx
Bronson


Jikkk

Displacement map is needed in your modeling software, not in KeyShot.
Reflection map defines which parts of a surface are diffuse or glossy, while gloss map defines wether those glossy parts have sharp or rough reflection :-)

bronson

Quote from: Jikkk on December 05, 2016, 03:16:45 PM
Displacement map is needed in your modeling software, not in KeyShot.
Reflection map defines which parts of a surface are diffuse or glossy, while gloss map defines wether those glossy parts have sharp or rough reflection :-)

Thx a lot  :)

DMerz III

To build on to what Jikk has said;

In most cases you will do the following.
To use the Gloss map, you'll click on the checkered box next to "Roughness" in your material settings. Load the map there.
Use the reflective map in your specular texture channel.

You can edit the intensity each map has by playing with the brightness/contrast sliders for each channel. White = More Insity, Black= No Intensity with the greys being the middle ground of course.


bdesign

Also, be aware that although "Gloss" and "Roughness" both use greyscale values to determine the microsurface smoothness and how diffuse the reflections are, they do so in an opposite manner: with "Roughness", black represents perfectly smooth reflections and white represents completely diffuse reflections; with "Gloss", it is reversed. So, when using Gloss maps you can either first connect them to the input of a Color Invert node before plugging in to the Roughness channel, or you can go to Edit > Preferences > Advanced > and enable "Use gloss instead of roughness for materials".

Eric

Finema

Quote from: bdesign on December 06, 2016, 09:24:03 AMor you can go to Edit > Preferences > Advanced > and enable "Use gloss instead of roughness for materials".

Eric

Yeeesss ! thanks a lot for this info Eric  ;)

bdesign

Quote from: Finema on December 06, 2016, 09:40:30 AM
Quote from: bdesign on December 06, 2016, 09:24:03 AMor you can go to Edit > Preferences > Advanced > and enable "Use gloss instead of roughness for materials".

Eric

Yeeesss ! thanks a lot for this info Eric  ;)
You're welcome, Philippe  ;)

Cheers,
Eric

soren

You have to apply the color invert (or color to number). The settings in preferences do not apply to texture maps. The UI may be slightly misleading here - if you notice in the material graph, the input will say "Roughness" - not Gloss.

And for the details: the relationship between roughness and gloss is not linear, so a Color Invert will not reproduce "correct" roughness-values from a gloss-map. I guess however, that the gloss map you apply are not based on actual surface measurements, so it is likely not an issue.

bdesign

#8
Thank you for this information, Søren. My apologies for my inaccuracies. I had, in fact, noticed that it still says "Roughness" in the Material Graph, but incorrectly assumed it was perhaps just an UI oversight :). I had also tested the color values when applying the Color Invert (by using the color picker and hovering over the isolated map in the viewport, and did notice that it was not producing the exact inverse, unless I set the Gamma under the image tab to 1). So, I again incorrectly assumed it was a display matter involving gamma. Thank you for this clarification. Again, my apologies for the incorrect information  :-[

Eric

soren

No problem - it is a bit of a corner-case anyway. I did not intent to chide, but rather to provide esoteric information :)

Søren

bdesign

I didn't feel chided in the least, just happy to be informed :) At least I guess I was somewhat on the right track with the Color Invert step :)

Cheers,
Eric

bronson

Wow. Thx for all the inputs.  ;D
I will start playing around with downloaded poliigon maps, especially the color invert method.

Bronson

pizzalover2

#12
So from what I understand:
Use the Advanced 'Material Type' and:

DIFFUSE (COL_VAR1): In the Diffuse channel.
ALBEDO (COL_VAR2): ?
DISPLACEMENT (DISP): In the Bump channel.
GLOSS (GLOSS): In the Roughness channel.
NORMALS (NRM): In the Bump channel? I'm not sure...
REFLECTION (REFL): In the Specular channel.
AMBIENT OCCLUSION (AO): ?

Someone correct me 8)

Finema

Quote from: pizzalover2 on December 08, 2016, 05:57:00 AM
So from what I understand:
Use the Advanced 'Material Type' and:

DIFFUSE (COL_VAR1): In the Diffuse channel.
ALBEDO (COL_VAR2): ?
DISPLACEMENT (DISP): In the Bump channel.
GLOSS (GLOSS): In the Roughness channel.
NORMALS (NRM): In the Bump channel? I'm not sure...
REFLECTION (REFL): In the Specular channel.
AMBIENT OCCLUSION (AO): ?

Someone correct me 8)
Just my two cents.
I use Poliigon textures and don't use all the map
Diffuse OK  > is color map
Albedo > don't use it
Displacement > don't use it
Gloss > in the roughness channel
Normal > in bump channel
Reflection > in Specular (sometimes for metallic textures)
Ambient occlusion > don't use it
That's all

bronson

Quote from: Finema on December 08, 2016, 06:47:43 AM
Quote from: pizzalover2 on December 08, 2016, 05:57:00 AM
So from what I understand:
Use the Advanced 'Material Type' and:

DIFFUSE (COL_VAR1): In the Diffuse channel.
ALBEDO (COL_VAR2): ?
DISPLACEMENT (DISP): In the Bump channel.
GLOSS (GLOSS): In the Roughness channel.
NORMALS (NRM): In the Bump channel? I'm not sure...
REFLECTION (REFL): In the Specular channel.
AMBIENT OCCLUSION (AO): ?

Someone correct me 8)
Just my two cents.
I use Poliigon textures and don't use all the map
Diffuse OK  > is color map
Albedo > don't use it
Displacement > don't use it
Gloss > in the roughness channel
Normal > in bump channel
Reflection > in Specular (sometimes for metallic textures)
Ambient occlusion > don't use it
That's all

After few testing and searching the web, here is current thought:

Poliigon => KS
=============
COL_VAR1 or 2 => diffuse channel
ALBEDO (same as COL_VAR but with removed shadow or highlight) => not used in KS
DISPLACEMENT (for material with extreme bump height) => not used in KS (I think it is used inside your modelling software)
GLOSS => Roughness channel (btw I never aware of this feature until I found poliigon  :P)
NORMAL => bump channel
REFLECTION => specular channel
AO => not used in KS, maybe for photoshop blending for more depth

Pls correct me if I am wrong.

Bronson