11-01-2021, 12:33 PM
(10-31-2021, 04:01 PM)SaturnMunchies Wrote:Make sure that the Diffuse is set to Channel Packed. In the Shader/Material/Node Editor window (it's the place with the grid background and square nodes), press [N] while your cursor is in the window, and in that side menu, find the tab called "Items", if you can't find it, select the diffuse. When you find it, select it and open the dropdown menu labelled "Properties". From there, find the option called "Alpha" which has a dropdown menu next to it, this should be set to "Straight". Click that and and change it to "Channel Packed".(10-25-2021, 11:26 PM)FreohrWeohnataKausta Wrote:Hey, I'm trying to put out a render of the Gravity Suit in Blender but for whatever reason when I go into Cycles the base color doesnt show up, instead it's just black. Used your exact node layout too. Any help? Thanks!(10-25-2021, 10:31 PM)dalek_kolt Wrote: Go ahead and share. I was mostly eyeballing/guessing at what the AT textures were supposed to be doing anyway.Aighty, they're down below so i don't take up space above. I've done a bit of model ripping and texture applying stuff for a while now, so i have some experience in texturing ripped models.
Also the script I'm using to rip Dread models recently got updated to auto-assign textures/animations, so I'll try updating the models I have in there with the new textures later.
Oh, sweet, that'll be great. I'm looking forward to having all of the textures for the models.
These three are the ones that i've done already. Surprisingly enough, the green channel of the Normals is already the necessary way for it to work in blender. only needed the Blue slot to be white for it to fully work.
on the AT textures: R is nothing, G is Roughness, and B is metalness. Alpha is Ambient Occlusion, which i fed into a multiply node between the BC and BSDF with Fac at 1.
Diffuse has to have the Alpha set to Channel packed, so that the emission packed into its alpha channel won't make the entire thing wonky. and you can see i fed the alpha channel and color channel into a multiply node that goes into emission, with fac at 1 so that it takes on the color of the Diffuse/BC(Base Color) while not showing emission for the rest of the model.
(snipped images)
https://imgur.com/a
should work now. if not, make sure you have lights in your scene.