Pyscen
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Hello
@RED COOL
Well, I have already pointed out that pixels that are closer to black and/ or white could cause problems. Either find a more suitable asphalt or try to change the offending pixels to a lighter color of black. Again, I mentioned that within Photoshop or Gimp you can pick out similar color pixels to change or lighten it, whatever the case may be. Also, Manochvarma suggested another way in correcting it.
Hello @Michael21
Smoothness map, also know by as a Glossiness map, tells the Shader if the material is smooth or rough. If the material is smooth then it will have a tighter light reflection, unlike a rough surface. A material with a rough surface, the light reflection will appear larger. Using the Asphalt as an example, where there is patchwork done on the asphalt (blacker in color, due to tar, etc.), will appear smoother unlike the areas around it, which would appear rougher. As I have mentioned before,... Asphalt and Concrete are not classified as metal but doesn't mean it can't show some light reflection due to the smoothness of the petroleum base material. Another thing to remember also, Painted Metal should also be treated as non-metallic (like an automobile). This is where the smoothness map is more apparent in its use. Ohhh... here is the kicker... Rust is also not classified as a metal. EDIT: Sorry, the tar areas within asphalt would not reflect light - actually would absorb it. So the older the asphalt is the more reflective it would be, but of course, if it is "new", it would appear wet, therefore some reflection.
The smoothness map has to do with reflectivity (much like a specular map), while a normal map gives or shows the material height.
If you come across a Gloss or glossiness map it's the same as a smoothness map. Though, if you come across a Roughness map - then you will need to "invert it" to make it a smoothness map.
@RED COOL
Well, I have already pointed out that pixels that are closer to black and/ or white could cause problems. Either find a more suitable asphalt or try to change the offending pixels to a lighter color of black. Again, I mentioned that within Photoshop or Gimp you can pick out similar color pixels to change or lighten it, whatever the case may be. Also, Manochvarma suggested another way in correcting it.
Hello @Michael21
Smoothness map, also know by as a Glossiness map, tells the Shader if the material is smooth or rough. If the material is smooth then it will have a tighter light reflection, unlike a rough surface. A material with a rough surface, the light reflection will appear larger. Using the Asphalt as an example, where there is patchwork done on the asphalt (blacker in color, due to tar, etc.), will appear smoother unlike the areas around it, which would appear rougher. As I have mentioned before,... Asphalt and Concrete are not classified as metal but doesn't mean it can't show some light reflection due to the smoothness of the petroleum base material. Another thing to remember also, Painted Metal should also be treated as non-metallic (like an automobile). This is where the smoothness map is more apparent in its use. Ohhh... here is the kicker... Rust is also not classified as a metal. EDIT: Sorry, the tar areas within asphalt would not reflect light - actually would absorb it. So the older the asphalt is the more reflective it would be, but of course, if it is "new", it would appear wet, therefore some reflection.
The smoothness map has to do with reflectivity (much like a specular map), while a normal map gives or shows the material height.
If you come across a Gloss or glossiness map it's the same as a smoothness map. Though, if you come across a Roughness map - then you will need to "invert it" to make it a smoothness map.
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