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[Max] Tutorials & Guides / Re: Specular To IOR (OSL)
« on: 2021-06-23, 05:29:35 »Maybe if you'd visit https://trello.com/b/EfPE4kPx/corona-tentative-road-map-3ds-max frequently enough, probability wave eventually would collapse to the version of reality where it's already implemented? :]
;)
I'm still trying to understand this IOR thing. I hope you guys can give me hand:
1) Why exactly is this IOR map needed and what is the physical phenomenon this map is trying to simulate?
Specular/IOR map is there to help the engine fake depth. Because engine wise we are not there yet.
2) Should we use IOR map for skin only or for all materials?
Everything.
3) Is this method needed when using V-Ray too?
Yes. Unreal 5 too
4) How do I get IOR maps when all I have is a diffuse texture?
Every studio has its own way of generating specular/ior maps (Pro studios tends to use Artomatix). The most common way is to base them on a cross specular maps, and then invert the map, and do some custom adjustments until everything matches the reference. But if you only have a diffuse map. I would generate a normal map, with the best software you could get your hands on, and use the depth channel of the normal map to generate an IOR map. I believe I have a post on the forum on how to do that?
PS to Basshunter: Jag kænner en bott, hon heter Anna, Anna heter hon, SKAAAAAAL.