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Color Booster and Height map, where do i put them?

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    Color Booster and Height map, where do i put them?

    Just started doing some materials.
    Obviously I read up on what albedo is and everything so i understand WHAT MOST of these are.
    Then I down loaded some materials from freepbr.com
    I dont understand in unread WHERE i attach the height texture to the output.

    Also ONE of the materials has a base color then a BASE COLOR BOOSTER file.
    I dont know what that is and couldnt find one while googling (all i get is a bunch of talk about android/google displays) What is that? And how do i attach it?

    #2
    heightmap example: https://docs.unrealengine.com/en-us/...rialNodes/1_11

    I suspect color booster is a term coined by the artist that made that file. could you link to the textures you downloaded?
    YT Channel: https://www.youtube.com/channel/UCoc...KYPSK6g7vZ5CNg

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      #3
      Originally posted by IndieGameCove View Post
      heightmap example: https://docs.unrealengine.com/en-us/...rialNodes/1_11

      I suspect color booster is a term coined by the artist that made that file. could you link to the textures you downloaded?
      Here is the link to the page where I got one of them:
      this has the base "colorboosted" (attaching the file also)
      https://freepbr.com/materials/scuffe...etal-material/

      And here is one with a height:
      https://freepbr.com/materials/mahoga...boards-1-flb1/
      (on the attached file I cropped it to about 1/4 size as it was too large to upload)

      Obviously mine looks nothing like the picture even when I put them in different nodes. I got the Unreal package at the bottom, so in theory at least it is intended that it be used with unreal.

      I=
      Attached Files

      Comment


        #4
        The color boost is likely meant to be used with the base color texture with a multiply or Blend_Overlay node combining the textures. Color booster isn't a standard practice, so how it's intended to be implemented will vary.

        You probably don't need the height map if you have a normal map, if you don't have a normal map, you should generate one using the height map.

        Comment


          #5
          Originally posted by ZacD View Post
          The color boost is likely meant to be used with the base color texture with a multiply or Blend_Overlay node combining the textures. Color booster isn't a standard practice, so how it's intended to be implemented will vary.

          You probably don't need the height map if you have a normal map, if you don't have a normal map, you should generate one using the height map.
          Ah thanks!
          I do think that one was missing a normal and I just plugged it in there thinking that's what it meant...but everything was basically reversed by it. The planks looked really flat without the grooves...

          I do appreciate the answers and help! Still so new to this and trying to learn so many things at once.

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            #6
            for the gold mat you'll need to multiply the roughness value by ten-ish to get the scratches to show up.
            YT Channel: https://www.youtube.com/channel/UCoc...KYPSK6g7vZ5CNg

            Comment


              #7
              Originally posted by IndieGameCove View Post
              for the gold mat you'll need to multiply the roughness value by ten-ish to get the scratches to show up.
              O_0

              i'm not impressed that you knew I needed to multiply

              i'm impressed you knew it was 10 for it to be visible....(i went to 20 to make them really show....)

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