AT usage with Maya an Vray

AT usage with Maya an Vray

Hi there,

first of all, many thanks for your great products!
First i wanna do this in German, but i think there is more response to write in english. So kindly excuse my bad english.

The textures are great, but now i have some setting problems using them with Maya and Vray.
I will explain my workflow for understanding and better fault recognition.
But first of all some question in matters of general usage:

  • What is the difference between glossiness and refl. blurriness? Isn't it the same?
  • What is the difference between reflectivity and specularity? I know the difference between specular reflection and diffuse reflection but i didn't understand your classification.
  • What is the correct color profile for your textures (in Maya i can set the color profile of each texture). Should i use sRGB (gamma corrected)?
  • I think it eliminates the frequently discussed wash-out effect, but is this correct?

Now my setting and workflow for using AT with Maya2011 and Vray:

  1. diffuse map goes into the diffuse color slot (amount 1.0 = 100%)
  2. bump map goes into the bump slot (amount 0.015 = 1,5%)
  3. reflection map goes into the reflection color slot (amount 1.0 = 100%)
  4. activate Fresnel (amount 1.5-1.6)

additional steps:

  • the invertet reflection map (for those who don't know to invert a grafic: just press Crtl+I in Photoshop) goes into the reflection glossiness slot
  • reduce the hilight glossiness to 0.8

In the appendix are some screenshots of my results and my settings (please don't criticize the uv-mapping an the lightning. it's youst a simple demo scene)

Can someone help me for better results.
I don't know how to get the correct reflection results

Appendix:
Picture1: is with an inverted r-map just in refl. glos. slot
Picture2: is without any inverted map in glos. slots. I reduced the refl. glossines to an amount of 0.8 (no map connected)
Picture3: my settings

Many thanks for all your aids!

Best wishes
Dominik

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