
Here the specular highlighting is realistic, as if the coal is a 3D object, not a 2D image. The third image uses the same lighting and material Glossiness value (48), but the specular highlighting comes from the Substance map’s Specular output applied to the material’s Specular Level map.In the second image, a single Omni light is positioned overhead, and the specular highlighting is specified by the material it shows the standard result of using a point light source over a planar surface, disregarding the Diffuse-map image content.The visible specular highlights come directly from the Diffuse map and do not vary. The first image shows the map with default scene lighting.The following illustration depicts the Coal substance applied to a Plane primitive as a Diffuse map using the Standard material, as seen in the Perspective viewport: Usually connected to the material’s Specular Level map. Usually connected to the material’s Diffuse map.Ī realistic specular component based on light and viewer angles and the map content, regardless of the actual object surface. The overall coloring provided by the map. The second row shows the displacement from the Bump, Displacement, and Height outputs, respectively, at Relief Balance=2.0, near the low end of the value range. The first row shows the Bump, Displacement, and Height outputs, respectively, with Relief Balance set to 18.0, a relatively high value. In the following illustration, a Plane primitive was displaced with different outputs from the Desert_Sand_01 substance with two different Relief Balance settings. Higher Relief Balance values favor the Bump output, while lower values place greater emphasis on the Displacement output. The available Relief Balance value range is 0.0 to 32.0, with the latter being the default. When using the Bump and Displacement outputs separately, specify the balance between the two with the Relief Balance setting available on the Substance map’s Parameters rollout. Or, if memory allowances are liberal, you could simply use the Height output as a displacement map. You could use the Displacement output to displace the mesh, while using the Bump (or Normal) output as a bump map. This feature lets you use the outputs to minimize memory usage and rendering time, when appropriate. For example, with a sand-dunes map, Displacement would be the dunes whereas Bump would be the grains of sand. Substance maps are unique in that they provide three different displacement outputs: Bump provides high-frequency, detailed displacement Displacement provides low-frequency output with broader displacement and Height combines the two into a single output.
