You rarely use values under 0.4 in glossiness, even for the most rough surfaces. Im not sure if people are still wondering about this, but if you want your PBR model in substance (with metalness and roughness) to look the same in vray.Īs mentioned you need to invert your roughness map (and most likely lift your darks in the map so black become medium gray (0.5 float value or slightly lower). If you can post a screen shot of the vray material properties, I can see how the maps can be plugged in. I don't have access to Vray, but I believe its still going to use specular glossiness maps. You can find it in "Reflection" section of VrayMtl. As of Vray 3 GGX is now included into standard distribution. The GGX Shader for V-Ray is a physically correct shader with importance sampling, and works as a BRDF plugin for VRay. Vray 3.0 now supports a microfact GGX BRDF shader.
![vray for maya vray for maya](https://3.bp.blogspot.com/-EkBp7lcdElw/W3PbLJOBe2I/AAAAAAABsYU/L7BxMdf1cgEepkhgNmd91y_i-wV5p6i0QCLcBGAs/s1600/toon%2Brendering%2Bwith%2Bmaya%2Bvray%2Bnext.jpg)
The PBR shaders in substance use a GGX distribution. It contains the data that you can feed to the vray materials much easier.Ģ. However, the spec/gloss can give you want you need. Its too much work to try and convert this to a vray material. I would use the spec/gloss outputs and not use metal.
![vray for maya vray for maya](https://odederell3d.blog/wp-content/uploads/2017/12/vray_maya_matte11.jpg)
Here are some points to consider to help you in setting up the maps.ġ.
![vray for maya vray for maya](https://static.chaosgroup.com/images/assets/000/010/684/full_width_original/News_Image_1920x1080_maya_5.jpg)
Its different than a PBR shader used in game engines and substance. Vray can act as a physically-based renderer.
#Vray for maya how to
I know that its frustrating as you guys are looking for a simple workflow for how to apply the maps. I haven't used vray for a long time, but I will look into. I'm sorry, but I don't have an exact workflow at this time.