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How to use PBR textures in Arnold for Maya

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Message 1 of 6
timgathercole
12801 Views, 5 Replies

How to use PBR textures in Arnold for Maya

Hi,

When downloading textures for Unity or Unreal it seems very difficult to get them to work with Arnold. Has anyone found a simple way to create nice looking shaders with these maps?

When simply plugging in the albedo to base colour, metallic to metalness and roughness into the roughness slot the result are very different from what you'd expect.

5 REPLIES 5
Message 2 of 6
lee_griggs
in reply to: timgathercole

Here are a couple of PBR workflow tutorials.

https://www.youtube.com/watch?v=kgiZ-ZOEPNg

https://www.youtube.com/watch?v=qXv2ag60FiA

For Specular Roughness, connect a Range shader inbetween the map and the Standard Surface. Example here.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 6

Hi @Lee Griggs.

Is it just enough to add a range shader inbetween and leave it there or its parameters need to be adjusted in a specific way? What is the purpose of the range node?

Many thanks

Paolo

Message 4 of 6
lee_griggs
in reply to: timgathercole

You don't have to. It just gives you extra control. Example here.

Otherwise, just connect the images outR -> Specular Roughness.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 5 of 6
kyanetemadi
in reply to: giandosopaolo

aiRange is extremely awesome. It took me some time to get my head around the node, but since I know what it's doing exactly, I am using it on a regular basis when I shade. It's super conveniant to adjust black and white values for roughness-, bump- or displacement maps without leaving the hypershade, perfect for your LookDev-needs with any textures.

3363-doit.gif

Message 6 of 6
aloedesign
in reply to: timgathercole

What I found was that I needed to tick the "alpha is luminance" box in the metalness file node, and then things started to look like PBR what I expected.

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