MixRGB Nodes ("Mix", "Multiply", "Add" Nodes) - The yellow nodes are "MixRGB" nodes.Though I would like to know what channel is for what material property anyway. but in my case, I'm doing this for a 3D print and that information is irrelevant. Mix Maps - I don't understand what all the "Mix" map color channels are supposed to be assigned to which material property.Otherwise they don't render (by default). UV Sets - The "UV Map" node is necessary, at least in my case, because I combined all the face mesh objects into the main body object, so the materials needed to know which UV set to display for.Then feeding the output of that node directly into a "Normal Map" node. That is just simply putting a blue value into our texture. Perhaps a more efficient way of doing this is connecting the Normal Map texture Color output into the Color1 input of a "MixRGB" node, setting the Blending Mode to "Add", setting the Color2 RGB values to R=0.0, G=0.0, B=1.0, and setting the Fac to 1.0. Normal Maps are typically a blue/purple color, and that's because the Blue channel has a value of 1.0. Without going into heavy detail, the game engine used for AC:NH probably automatically adds that blue value/vector information in their shader, and Blender doesn't have that by default. Normal Map Setup - The nodes following the normal map texture are because the Normal Map file contains no value in the Blue channel of the texture.Alb (Albedo) textures should be left at "sRGB". Rule of thumb: Any grayscale textures, normal maps, or "mix" maps (that contain different material surface property information per color channel of the texture) should be set to "Non-Color".
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