Bitmap to Material Light
Bitmap to Material Light
In: Material Filters/1-Click
Intermediate
Description
This node converts a single Diffuse/Basecolor input into a full material. As the simple, “light” version of Allegorithmic’s fully fledged Bitmap2Material, which can be purchased separately, it gives you a bit of a taste of the full version. It can work well for simpler cases.
While not guaranteed to result in perfect, PBR-correct materials, it is a good and quick way to get started if you only have a single image and want a full material.
Parameters
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Channels
- Toggles material channels on and off in this group, for example when using Specular/Glossiness maps instead of Metallic/Roughness.
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Global
- Depth Balance: -1.0 - 1.0Sets a bias/shift for the Heightmap.
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Diffuse
- Sharpen: 0.0 - 1.0Adds sharpening to the diffuse result.
- Hue: 0.0 - 1.0Tints diffuse with a user-selected Hue shift.
- Saturation: 0.0 - 1.0Modifies saturation of Diffuse result.
- Brightness: 0.0 - 1.0Adjusts Diffuse result brightness.
- Contrast: -1.0 - 1.0
Adjusts the contrast of the result.
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Relief
The Relief group controls both Normal and Height outputs.- Output Normal Format: DirectX, OpenGLSwitches between Normal formats (flips green).
- Invert Generated Relief: False/TrueInverts interpretation of height.
- Normal Strength: 0.0 - 20.0Sets strength of generated Normalmap.
- Relief Equalizer: 0.0 - 1.0Sets conversion balances for different detail scales.
- Pinch Intensity: 0.0 - 1.0Makes Normal transitions sharper. Effectively adds a sharpening filter before converting to normal, making the edges more pronounced.
- Normal Sharpen: 0.0 - 1.0Sharpens Normalmap after conversion, brings out the details.
- Normal Soften: 0.0 - 1.0Softens Normalmap after conversion, hides details.
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Specular
- Specular Diffuse Influence: 0.0 - 1.0Sets influence of diffuse on Specular. Affects Glossiness and Roughness outputs as well.
- Specular Saturation: 0.0 - 1.0Changes saturation for Specular output.
- Specular Sharpen: 0.0 - 1.0Sharpens Specular output.
- Specular Levels In: 0.0 - 1.0Sets input levels for Specular interpretation.
- Specular Levels Out: 0.0 - 1.0Modifies output levels of Specular.
- Metallic Specular Influence: 0.0 - 1.0Determines influence of the optional Metallic input on Specular map.
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Glossiness
- Glossiness Levels In: 0.0 - 1.0Sets input levels for Glossiness interpretation.
- Glossiness Levels Out: 0.0 - 1.0Modifies Glossiness output levels.
- Metallic Glossiness Influence: 0.0 - 1.0Determines influence of the optional Metallic input on Glossiness map.
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Roughness
- Roughness Levels In: 0.0 - 1.0Sets input levels for Roughness interpretation.
- Roughness Levels Out: 0.0 - 1.0Modifies Roughness output levels.
- Metallic Roughness Influence: 0.0 - 1.0Determines influence of the optional Metallic input on Glossiness map.
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Ambient Occlusion
- Ambient Occlusion In Diffuse: 0.0 - 1.0Blends in generated AO into Diffuse output.
- Ambient Occlusion Spread: 0.0 - 1.0Sets how far generated AO spreads.
- Ambient Occlusion Light Distance: 0.0 - 1.0Sets AO “depth” interpretation. Has less influence when there is a large Spread.
- Ambient Occlusion Light Angle: 0.0 - 1.0Sets fake lighting AO cast angle. Can be used to compensate for any directional AO already in the Diffuse, if set to an opposite angle.
- Ambient Occlusion Levels: 0.0 - 1.0Modifies AO output levels.
Example Images
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| There are no images attached to this page. |
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