I’m attempting to recreate this texture (https://www.textures.com/download/3dscans0045/127218) in my model.
I’m using VRay, and I’m struggling to figure out where to put the different maps to recreate the texture. The maps that it comes with are:
So I’m putting the Albedo in the diffuse slot as a bitmap, creating a VRayNormals in the Bump slot so that I can load both the Normals map and the Height Map in there. Then I’m putting Roughness in the Roughness channel and then I have no idea what to do with the AO map.
So far, this texture looks nothing like the photos on the site. I know I’ll need to tweak things to fit my model in the end, but I’m trying to clone the texture on the shader ball so I can tweak from there, rather than my current issue of trying to create a serviceable texture in the first place.
So, where do I need to put an AO map (I’ve googled it and I come up with a bunch of stuff about VRay dirt and occlusion maps from a procedural standpoint, but not much about where to put an already generated AO map)? Am I putting everything else in the right slots?
I need to get a better grasp of when to nest multiple maps in a single slot (like when to use a VRay Blend instead of just throwing in a single downloaded map), but I’m still struggling to understand how the shaders work so it’s hard to intuitively know when to dig deeper and build up from there.
EDIT: Attempted to add the material to a library. Download here: (https://we.tl/HBb5dkWjCf) It’s a multi-sub that I generated in Sketchup to define my different materials, so I’m only focused on editing the “Antique Brick” texture for now.