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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Reflection and gloss maps

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Message 1 of 5
carlcox62
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Reflection and gloss maps

Where do i plug these 2 maps into ai standard surface shader, i cant find something about that on the internet. The gloss map i would plug into roughness channel under the specular tab?!

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Message 2 of 5
Stephen.Blair
in reply to: carlcox62

Where did these maps come from?

Glossiness would probably go to specular roughness.

And I don't think you need reflection



// Stephen Blair
// Arnold Renderer Support
Message 3 of 5
CiroCardoso3v
in reply to: carlcox62

If is glossiness, then you need to invert it to use as roughness.

Lead Enviroment Artist @Axis Studios

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Ciro Cardoso

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Message 4 of 5
carlcox62
in reply to: carlcox62

This maps are from a bpr texture, such as normal,height,gloss,reflect,albedo or base color and 8k resolution, pretty heavy.

Message 5 of 5
CiroCardoso3v
in reply to: carlcox62

The Specular map is if you are working on a PBR Specular\Glossiness workflow. Arnold uses Metalness\Roughness. There is a Substance PBR guide that will help you understand when and where to use those maps.

https://substance3d.adobe.com/tutorials/courses/the-pbr-guide-part-1

You can also convert those textures to TX files and that will speed up the rendering.

Lead Enviroment Artist @Axis Studios

Arnold Discord Server


Ciro Cardoso

EESignature

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