![]() This converts the parametric materials into static images that aren't as flexible as those that are created in the Substance Designer Program. ![]() Our process includes generating individual materials then importing them into Chief Architect and distributing the catalogs that you download and use. ![]() The program leverages parametric values to control sizing, colors, pattern, and other elements to generate unique tile-able texture maps along with automatically producing the other relevant maps need to create the effects that you expect to see in PBR and Ray Trace views. We use a software specifically designed to generate custom materials for 3D Rendering called Substance Designer. These are materials that include a combination of Normal Maps, AO Maps, Roughness Maps, and Metal Maps. Our Content Development Team has been churning out new PBR friendly materials over the past few releases.
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