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Creating finer details ?


CinnamonMetal

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@davpe How do I get mantra to render a surface equal to that what you see when previewing a shader in Substance Designer ? Take the pattern material, it has an Albedo and normal but when rendered you can't begin to get a sense of depth for the material.  Whatever substance is doing and translate that to mantra when building shaders.

1 hour ago, davpe said:

i don't know, you seem to have no shading on that object. the shader is connected wrongly, i guess... but hard to say without inspecting the actual file. read the docs about basics of shader building in mantra. 

It's a principal shader applied to the geometry, it shouldn't render flat ?

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you shouldn't have to do pretty much anything. just grab the textures exported from designer and put them into corresponding slots of the principled shader. if your shading is flat as on your picture, most likely you've got your shader built incorrectly in some way. have you placed a computelighting VOP between the principled shader and surface_output VOP? because if you haven't that will be the issue.

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2 hours ago, davpe said:

you shouldn't have to do pretty much anything. just grab the textures exported from designer and put them into corresponding slots of the principled shader. if your shading is flat as on your picture, most likely you've got your shader built incorrectly in some way. have you placed a computelighting VOP between the principled shader and surface_output VOP? because if you haven't that will be the issue.

I need a compute lighting vop even when using the principal shader; I didn't think this was required unless I'm building the shader network from scratch. There is no surface_output in materials only in SHOPs ?

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