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How to set up specularity using a general gloss/roughness map and specularity+masks

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ACCCC
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How to set up specularity using a general gloss/roughness map and specularity+masks

I have a mesh that has different elements, somme are a really glossy "plastic" material kinda like latex, some are cloth based and others have a non glossy plastic material.

In terms of texture maps i have a overall gloss/roughness & specular weight map, and 2 mask maps for cloth based and glossy plastic based mesh.

How do i set up the material using arnold standard surface/physical material

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lee_griggs
in reply to: ACCCC

Yes, generally gloss/roughness would go to Specular Roughness (via a Range) and specular weight map to Specular Weight (Standard Surface).

Can you show us the images to make sure?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 3
ACCCC
in reply to: lee_griggs

Sorry i dont have the maps on the system im currently writing from, i was just curious how to correctly use the standard surface shader since i noticed that it only has inputs for spec, metalness and roughness but not for gloss while the physical material has a "invert" button to switch between roughness and spec.

Does that mean i simply have to invert my roughness or spec maps depending on my pbr workflow if i want to use gloss maps with standard surface?

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