

Since it sounds like you are not already familiar with PBR and PBR texture creation software such as dDo or Substance Designer, it sounds like I ought to put this on the back burner and learn by focusing on more simple things. I did some looking around and it looks like I am not the only one confused by how to get a V-Ray Physically Based Rendering Shader setup. Thanks in advance to anyone who can help make this more clear for me. Metalness - where does it go? In Reflect? Somewhere else? Does the spec map go in here or is it looking for an Environment map? I plugged it into the VRayMtl's Reflect input via an Image File Texture node. Specular Map - To define the reflectivity of the surface.

This also seems pretty self explanatory with the Image File Texture plugging in to the Self Illumination input on the VRayMtl node. It looks fantastic in Marmoset Toolbag but I am trying to figure out how to set everything up in V-Ray.Īlbedo Map - Plugging in to the diffuse input of VRayMtl is pretty self explanatory, though I am not sure what the difference is between using the Image File Texture node's Output or Color output.Įmission Map - I am using one because I have some self illuminating parts of the model.
