Last updated on
Jul 13, 2023
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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
- Channels
- Toggles material channels on and off in this group, for example when using Specular/Glossiness maps instead of Metallic/Roughness.
- Global
- Depth Balance: -1.0 - 1.0
Sets a bias/shift for the Heightmap.
- Depth Balance: -1.0 - 1.0
- Diffuse
- Sharpen: 0.0 - 1.0
Adds sharpening to the diffuse result. - Hue: 0.0 - 1.0
Tints diffuse with a user-selected Hue shift. - Saturation: 0.0 - 1.0
Modifies saturation of Diffuse result. - Brightness: 0.0 - 1.0
Adjusts Diffuse result brightness. - Contrast: -1.0 - 1.0
Adjusts the contrast of the result.
- Sharpen: 0.0 - 1.0
- Relief
The Relief group controls both Normal and Height outputs.- Output Normal Format: DirectX, OpenGL
Switches between Normal formats (flips green). - Invert Generated Relief: False/True
Inverts interpretation of height. - Normal Strength: 0.0 - 20.0
Sets strength of generated Normalmap. - Relief Equalizer: 0.0 - 1.0
Sets conversion balances for different detail scales. - Pinch Intensity: 0.0 - 1.0
Makes Normal transitions sharper. Effectively adds a sharpening filter before converting to normal, making the edges more pronounced. - Normal Sharpen: 0.0 - 1.0
Sharpens Normalmap after conversion, brings out the details. - Normal Soften: 0.0 - 1.0
Softens Normalmap after conversion, hides details.
- Output Normal Format: DirectX, OpenGL
- Specular
- Specular Diffuse Influence: 0.0 - 1.0
Sets influence of diffuse on Specular. Affects Glossiness and Roughness outputs as well. - Specular Saturation: 0.0 - 1.0
Changes saturation for Specular output. - Specular Sharpen: 0.0 - 1.0
Sharpens Specular output. - Specular Levels In: 0.0 - 1.0
Sets input levels for Specular interpretation. - Specular Levels Out: 0.0 - 1.0
Modifies output levels of Specular. - Metallic Specular Influence: 0.0 - 1.0
Determines influence of the optional Metallic input on Specular map.
- Specular Diffuse Influence: 0.0 - 1.0
- Glossiness
- Glossiness Levels In: 0.0 - 1.0
Sets input levels for Glossiness interpretation. - Glossiness Levels Out: 0.0 - 1.0
Modifies Glossiness output levels. - Metallic Glossiness Influence: 0.0 - 1.0
Determines influence of the optional Metallic input on Glossiness map.
- Glossiness Levels In: 0.0 - 1.0
- Roughness
- Roughness Levels In: 0.0 - 1.0
Sets input levels for Roughness interpretation. - Roughness Levels Out: 0.0 - 1.0
Modifies Roughness output levels. - Metallic Roughness Influence: 0.0 - 1.0
Determines influence of the optional Metallic input on Glossiness map.
- Roughness Levels In: 0.0 - 1.0
- Ambient Occlusion
- Ambient Occlusion In Diffuse: 0.0 - 1.0
Blends in generated AO into Diffuse output. - Ambient Occlusion Spread: 0.0 - 1.0
Sets how far generated AO spreads. - Ambient Occlusion Light Distance: 0.0 - 1.0
Sets AO "depth" interpretation. Has less influence when there is a large Spread. - Ambient Occlusion Light Angle: 0.0 - 1.0
Sets 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 - 1.0
Modifies AO output levels.
- Ambient Occlusion In Diffuse: 0.0 - 1.0
Example Images
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