Thanks! It is worth mentioning if you have something like a rusted metal, I find it actually works better to use a Metalness map. If you look up my Lumion metal series number 3 goes more in-depth! I appreciate you checking out the channel :D
Came across your vids from the Lumion forum. Very nice thanks for sharing. Did I hear you say at the end that you import decals? Would love to see a vid on that.
Yes! There is two ways to import them, it is not perfect but it definitely works well to help break up tiling in walls or asphalt. I will make that video sooner then later if it will help you out, since I do not have a set schedule on what tutorials I will make. P.S. I am a big fan of the models you have on the 3D warehouse, your name stuck out to me.
@@mikebrestel I hope it was helpful! I might make a future video to show how to bring a custom decal in as well. Still working on the best way to do that.
Finally, I find a good explanation about maps and channels. I have one question. Do you invert the green channel in the normal map before exporting? In some other videos, I learn this method, but I don't know how that has an impact on the final result. It seems that the inverted green channel gives better results. Do you have any experience with this?
It just depends on where the map is coming from. I would just test the material and if it looks like it is not going the correct way then you can make the adjustment. I get a lot of my custom materials from imeshh and poliigon and I find they work most of the time
@@LuminousLabs Thanks for the answer. Actually, I subscribe to the channel a long time ago, but just didn't saw this video until now :) I am working on an interior scene and I found many of your videos incredibly useful. For example, the one with wood flooring creation. It helps me to do something similar only with tiles. Cheers
Yeah man.. this was good. I've seen another similar video from CWelton using that same mud texture. You were kinda fast for beginners but I understood what you were doing. These are the kinda tutorials I like where we can tweak the tiny details to bring on the realism. Does anyone know if you can put anything in the alpha of the displacement? Does anything happen?
I haven't been able to find anything on the displacement map alpha so far, but I am hoping in future updates they just create slots for all of the maps that can be used so people who are beginning with Lumion do not have to do what I did the video. I appreciate the feedback though! I will try to be more mindful of how fast I am going for future videos.
Hi again. Could you please show us, how to make our own "unending" textures with a PS or any other open source software. I have a many photos of texture I shot myself I want to use them but I need them to have edges that are unending (sorry don't know how to say it in another way. ) Thank you very much.
Seamless textures! I think I actually know of a way but it is not in photoshop. I had to make a custom material once and I found a website that will make it seamless for you. Out of curiosity what is the texture of?
Hi, and thanx for puttin up great content, i red somewhere that if you'r using PBR materials you should use the roughness map with the difuse or color map rather than using the reflection map, is it true in your experience, and do you have any idea why, Thanx a lot and keep up with the good work.
So the gloss and roughness are the same map. They are just the inverted version of each other. In Lumion you want the Gloss map or the inverted Roughness map to be placed inside of the normal map. The reflection map does work but I found if you have a "Metalness" map available it typically gives a more clear result. I am going to update the thumbnail.
@@LuminousLabs Thank you for answering that quick, the thing is i was told that with pbr materials it's better to put the gloss map inside the normal map and the roughness map inside the color map and not use the reflection map at all i don't know if it is true
LOVE your tutorials IF I may say can you put your face to the right middle maybe 3pm so it is OT over the all the file menu.Which makes it difficult for beginners like myself. Thank you.
Sorry about that! This was actually the very first video I made. I just got a green screen set up so I can make my webcam go transparent whenever my mouse hovers over it. If you have any questions about what I was doing don't hesitate to ask!
I have been playing around with surface imperfections, it is possible but there are some limitations on it. As of right now, things like water drops don't work that well because you can't actually make it water. Dust and fingerprints seemed to work at least okay but I was going to try out a few more things to try and clean it up. When I make a video about it I will post a link on this comment!
@@LuminousLabs thanx! i m mostly interested in fingerprints, scratches, etc... no water drops for now. i saw a video in vray mixing surface imperfection layer with reflection, subtracting one from another and using it as a single reflection map but havent try it in lumion yet :s waiting for the tutorial then!
@@187designz I will make a video soon to show what I came up with! I will mention too something that is great, is in the Poliigon wood floor generator you can actually add surface imperfections directly in to the normal map and it works pretty well.
hello, I’m a beginner to textures and all😅 should we do this to all pbr materials, can we just use the normal map or this won’t have the same realistic effects? tysm for the tutorials 😭
That is a very good question! I would say most of the time you can get away with using just a normal map and adjusting the roughness. The time you should use a gloss map inside of the normal map is when there needs to be high contrast in how glossy objects are. In this video I believe there was one that was a swamp texture. If we don't do this trick you can either have shiny water and mud, or dry looking mud/water. This is a scenario where you want the gloss map so Lumion can make the water reflective and the dirt rough. Technically you would get the most realistic scene by doing this for all materials but it does take a while to set up and your textures would all come much heavier. The more you use this technique the better you get at identifying what materials should use the gloss map!
@@markclay2009 Right so the reflection/opacity/emissive map can be used in the diffuse map. You could also use a metalness map. For the best results however, if you have a roughness map you should invert it (this turn's it into a gloss map) then put it in the alpha channel of the normal map. This makes a gloss mask and it is very powerful.
@@LuminousLabs thank you for the reply, the hard part is picking the right map for the diffuse, there's so many to pick from: reflection/opacity/emissive/metalness and roughness. I get my maps from polii, and quixel.
Like said in others of my comment, thank you. Is it possible to show this with road and wet road ? I've made some try but some time it's too white. I didn't succeeded inmaking a good puddle :/
If you want to make a wet road in Lumion there are two functions that come with it. The first is turning on precipitation, and the other is going into the asphalt materials from Lumion and going to the end. Take the grey material and add black in with the color slider. If you don't like these options you will have to download a texture like this! www.textures.com/download/pbr0331/136370 If you put the gloss into the normal map you should be able to get this result!
The only way that I am aware of is photoshopping them. I am not sure exactly the best way to do that but I think Nuno Silva made a video about it. An albedo map is just the color map with all shadows removed so I believe the AO is just adding them back in.
Sorry about the long response time Pius! You can't add displacement until 10.3 unfortunately :( You should be able to do the alpha channel trick no problem though!
I just went to SUBSTANCE registered jumped through all the hoops to be told I only have right to download 30 per month and I have reached that threshold already. I haven't downloaded one yet :-) Thanks Adobe :-)
@@LuminousLabs sir when I apply white colour in my project in interior scene I am use realistic effect then my final render in white colour not clear like all colour mixed can you solved my problem
@@LuminousLabs thanks for your fast reply. Now that i don't have an 8-bit channel which other format can i save it to? Nuno silva mentioned TIFF, but tiff has many options so don't know what to do. Lastly if i save as tiff will the material quality in lumion still be good?
@@LuminousLabs yes is for a normal map. Thanks alot is working. I went to image, mode and change from 16bits/channel to 8bits/channel. Thanks alot great man.
I am not sure why the Poliigon ones are saying that, those should be free no problem. So you have made an account and everything? The substance texture I used wasn't free though, I just used that one because I thought it was helpful.
Man, I can´t even understand how you Lumion users, paying a fortune for the software, ACCEPT this ridiculous workflow of having to create an alpha channel and save a new texture for EVERY SINGLE PBR MATERIAL in existence on the internet. Every single place on the internet has separate files for reflection, for opacity, etc. Then you go to Lumion and guess what... you must create a NEW image file, using reflection OR opacity as the alpha channel. It's crazy that users don´t demand Lumion to change that workflow and allow you to simply select a file to use as Alpha Channel. Even more, how unlike TwinMotion or Enscape (which have their own problems true) you can´t change the size of other maps in relation to the albedo map.
It’s pretty annoying, I completely agree with you. The biggest issue I have is a lot of people try out Lumion and then at face value just go “guess you can’t use these maps” because no one would assume this is possible without digging deeper. You can technically just import a png and the transparency will show in lumion, this method has to be done more so because poliigon doesn’t have the transparency right in the map.
@@LuminousLabs Neither Poliigon, nor Textures.com nor any other place I know. I also can´t remember other render engine that has such workflow. I hope Lumion users sometime demand Lumion to change that. ps: besides all the extra work for hundreds of textures, lets remember that when dealing with 4k or 8k textures, thats already several BIG files. Creating an extra file in PNG that is a duplicate of the albedo + opacity or albedo + reflection simply sucks. ps2: how to have a map with opacity AND reflection mapping at the same time? It's either one or the other, right?
@@rogeriopenna9014 Yeah it is one or the other, but what I typically do is separate material IDs in Blender. This way I can keep the emissive parts emissive but something like metal I just use a Lumion material since it comes out fine. I do completely agree with that maps though it's a head scratcher for me. At the very least I think Lumion needs a Gloss/Roughness map slot since it is so crucial.
This is not a guide This is Pure GEM ! Thanks a lot for this awesome tutorial ! Much appreciated
Thanks! It is worth mentioning if you have something like a rusted metal, I find it actually works better to use a Metalness map. If you look up my Lumion metal series number 3 goes more in-depth!
I appreciate you checking out the channel :D
@@LuminousLabs Thanks for replying to my comment and ya i need to watch your all tutorial its really needful.
I think I just saved all your videos lmao keep it up with the great content!
Thanks a lot! I hope I can keep the good videos rolling!
Thanks man! You answered many of my questions with this video.
Awesome! Don't hesitate to ask other questions. Thank you for checking out the video!
Came across your vids from the Lumion forum. Very nice thanks for sharing. Did I hear you say at the end that you import decals? Would love to see a vid on that.
Yes! There is two ways to import them, it is not perfect but it definitely works well to help break up tiling in walls or asphalt. I will make that video sooner then later if it will help you out, since I do not have a set schedule on what tutorials I will make.
P.S. I am a big fan of the models you have on the 3D warehouse, your name stuck out to me.
Hi Mike,
So I actually went through last night and made a tutorial on decals. I hope this helps!
ruclips.net/video/2uNl-7Ty6g0/видео.html
@@LuminousLabs I just watched it... thanks!
@@mikebrestel I hope it was helpful! I might make a future video to show how to bring a custom decal in as well. Still working on the best way to do that.
Amazing Video! This trick is so helpful, thanks alot!
Thanks a lot Lorenzo! I appreciate you checking out the channel :)
Finally, I find a good explanation about maps and channels. I have one question. Do you invert the green channel in the normal map before exporting? In some other videos, I learn this method, but I don't know how that has an impact on the final result. It seems that the inverted green channel gives better results. Do you have any experience with this?
It just depends on where the map is coming from. I would just test the material and if it looks like it is not going the correct way then you can make the adjustment.
I get a lot of my custom materials from imeshh and poliigon and I find they work most of the time
Thank you for checking out the channel :)
@@LuminousLabs Thanks for the answer. Actually, I subscribe to the channel a long time ago, but just didn't saw this video until now :) I am working on an interior scene and I found many of your videos incredibly useful. For example, the one with wood flooring creation. It helps me to do something similar only with tiles. Cheers
thank u so much for a lot of information
Thanks for watching the videos Kristen :)
Yeah man.. this was good. I've seen another similar video from CWelton using that same mud texture. You were kinda fast for beginners but I understood what you were doing. These are the kinda tutorials I like where we can tweak the tiny details to bring on the realism. Does anyone know if you can put anything in the alpha of the displacement? Does anything happen?
I haven't been able to find anything on the displacement map alpha so far, but I am hoping in future updates they just create slots for all of the maps that can be used so people who are beginning with Lumion do not have to do what I did the video. I appreciate the feedback though! I will try to be more mindful of how fast I am going for future videos.
Very helpful! Thanks a lot! Keep it up!
Thanks Erdam! I'm glad the video was able to help. Let me know if you have any questions.
This is very helpful!
Thank you
Glad it was helpful! I appreciate you checking out the channel Nada :)
Hi again. Could you please show us, how to make our own "unending" textures with a PS or any other open source software. I have a many photos of texture I shot myself I want to use them but I need them to have edges that are unending (sorry don't know how to say it in another way. ) Thank you very much.
Seamless textures! I think I actually know of a way but it is not in photoshop. I had to make a custom material once and I found a website that will make it seamless for you.
Out of curiosity what is the texture of?
Thank you very helpfully Trick
I am glad it helped!
Thank you...
Hi, and thanx for puttin up great content, i red somewhere that if you'r using PBR materials you should use the roughness map with the difuse or color map rather than using the reflection map, is it true in your experience, and do you have any idea why, Thanx a lot and keep up with the good work.
So the gloss and roughness are the same map. They are just the inverted version of each other. In Lumion you want the Gloss map or the inverted Roughness map to be placed inside of the normal map. The reflection map does work but I found if you have a "Metalness" map available it typically gives a more clear result. I am going to update the thumbnail.
@@LuminousLabs Thank you for answering that quick, the thing is i was told that with pbr materials it's better to put the gloss map inside the normal map and the roughness map inside the color map and not use the reflection map at all i don't know if it is true
hi, i have a question i try set edges but material start blurry, how to fix that
thanks a lot!
Thanks Atik! I hope this helps you out!
@@LuminousLabs I have gone through a lot of videos to understand this. Finally, your explanation made it clear! All the best.
LOVE your tutorials IF I may say can you put your face to the right middle maybe 3pm so it is OT over the all the file menu.Which makes it difficult for beginners like myself. Thank you.
Sorry about that! This was actually the very first video I made. I just got a green screen set up so I can make my webcam go transparent whenever my mouse hovers over it.
If you have any questions about what I was doing don't hesitate to ask!
Hello sir , why am I not getting the perfect stainless steel image in Lumion ??
thx for this vidéo !
nice tutorial! is there any way you can add surface imperfections in lumion?
I have been playing around with surface imperfections, it is possible but there are some limitations on it. As of right now, things like water drops don't work that well because you can't actually make it water. Dust and fingerprints seemed to work at least okay but I was going to try out a few more things to try and clean it up.
When I make a video about it I will post a link on this comment!
@@LuminousLabs thanx! i m mostly interested in fingerprints, scratches, etc... no water drops for now. i saw a video in vray mixing surface imperfection layer with reflection, subtracting one from another and using it as a single reflection map but havent try it in lumion yet :s waiting for the tutorial then!
@@187designz I will make a video soon to show what I came up with! I will mention too something that is great, is in the Poliigon wood floor generator you can actually add surface imperfections directly in to the normal map and it works pretty well.
@@LuminousLabs that sounds interesting! cant wait! :)
Was there a material in particular you wanted to see? I just did some tests and I think I have it working.
hello, I’m a beginner to textures and all😅 should we do this to all pbr materials, can we just use the normal map or this won’t have the same realistic effects? tysm for the tutorials 😭
That is a very good question! I would say most of the time you can get away with using just a normal map and adjusting the roughness.
The time you should use a gloss map inside of the normal map is when there needs to be high contrast in how glossy objects are. In this video I believe there was one that was a swamp texture. If we don't do this trick you can either have shiny water and mud, or dry looking mud/water. This is a scenario where you want the gloss map so Lumion can make the water reflective and the dirt rough.
Technically you would get the most realistic scene by doing this for all materials but it does take a while to set up and your textures would all come much heavier. The more you use this technique the better you get at identifying what materials should use the gloss map!
Thank you for checking out the videos :)
@@LuminousLabs thank you so much for explaining it 😊 🙏🏻
im subscribing
Thanks a lot! I hope to see you in the comments of future videos!
for vegetation you should use reflection map instead of rough, for the diffused?
Hi markclay! Can you link me a timestamp for the part you are referring to?
@@LuminousLabs thank you for responding @11:30 u used reflection map on a colour map, instead of Rough map any particular reason?
@@markclay2009 Right so the reflection/opacity/emissive map can be used in the diffuse map. You could also use a metalness map.
For the best results however, if you have a roughness map you should invert it (this turn's it into a gloss map) then put it in the alpha channel of the normal map. This makes a gloss mask and it is very powerful.
@@LuminousLabs thank you for the reply, the hard part is picking the right map for the diffuse, there's so many to pick from: reflection/opacity/emissive/metalness and roughness. I get my maps from polii, and quixel.
Like said in others of my comment, thank you. Is it possible to show this with road and wet road ? I've made some try but some time it's too white. I didn't succeeded inmaking a good puddle :/
If you want to make a wet road in Lumion there are two functions that come with it. The first is turning on precipitation, and the other is going into the asphalt materials from Lumion and going to the end. Take the grey material and add black in with the color slider.
If you don't like these options you will have to download a texture like this!
www.textures.com/download/pbr0331/136370
If you put the gloss into the normal map you should be able to get this result!
Hi I had a question, is there a way to use ambient occlusion map with an albedo map?
The only way that I am aware of is photoshopping them. I am not sure exactly the best way to do that but I think Nuno Silva made a video about it. An albedo map is just the color map with all shadows removed so I believe the AO is just adding them back in.
Hey sir, I am a beginner and I use lumion 8, can I add displacement or height map as alpha channel on normal or color map so as to increase realism ?
Sorry about the long response time Pius! You can't add displacement until 10.3 unfortunately :( You should be able to do the alpha channel trick no problem though!
@@LuminousLabs thanks
I watching this in the future
We are in the future my friend
I just went to SUBSTANCE registered jumped through all the hoops to be told I only have right to download 30 per month and I have reached that threshold already. I haven't downloaded one yet :-) Thanks Adobe :-)
Hi Vicarious,
Were you able to sort out your problem?
Sir tell me when I apply white colour but when render finished not find realistic white that mixed all colour plz solve my problem reply me soon plz
What map are you referring to?
Can you send time of video you are stuck
@@LuminousLabs sir when I apply white colour in my project in interior scene I am use realistic effect then my final render in white colour not clear like all colour mixed can you solved my problem
@@farhanazmi1484 Can you send a photo of it to g.miles@luminouslabs.ca
@@LuminousLabs yes sir can you give me your whatsap number
I don’t have WhatsApp sorry
Thanks for the trick. Am using photoshop 21 and i can't see the option targa
Go up to the image menu and make sure it is set 8-bit/chabnel
8-bit/channel, it has to be that for targa
@@LuminousLabs thanks for your fast reply. Now that i don't have an 8-bit channel which other format can i save it to? Nuno silva mentioned TIFF, but tiff has many options so don't know what to do.
Lastly if i save as tiff will the material quality in lumion still be good?
@@etamecyriac1726 Sometimes you can just convert it to 8-bit without messing up the colors. Is this for a normal map?
@@LuminousLabs yes is for a normal map. Thanks alot is working. I went to image, mode and change from 16bits/channel to 8bits/channel. Thanks alot great man.
excelente
Thank you :)
why does my albedo with the alpha specular makes the texture without colour?
No colour or invisible?
I am not sure what’s causing that but I can definitely help you figure out!
Hi, thanks for the quick reply, I think it worked when I turned off the visibility of the alpha channel and then saved as targa
I just did the same with POLYGON that told me free is 12$ per month :-)
I am not sure why the Poliigon ones are saying that, those should be free no problem. So you have made an account and everything?
The substance texture I used wasn't free though, I just used that one because I thought it was helpful.
Man, I can´t even understand how you Lumion users, paying a fortune for the software, ACCEPT this ridiculous workflow of having to create an alpha channel and save a new texture for EVERY SINGLE PBR MATERIAL in existence on the internet.
Every single place on the internet has separate files for reflection, for opacity, etc.
Then you go to Lumion and guess what... you must create a NEW image file, using reflection OR opacity as the alpha channel.
It's crazy that users don´t demand Lumion to change that workflow and allow you to simply select a file to use as Alpha Channel.
Even more, how unlike TwinMotion or Enscape (which have their own problems true) you can´t change the size of other maps in relation to the albedo map.
It’s pretty annoying, I completely agree with you. The biggest issue I have is a lot of people try out Lumion and then at face value just go “guess you can’t use these maps” because no one would assume this is possible without digging deeper. You can technically just import a png and the transparency will show in lumion, this method has to be done more so because poliigon doesn’t have the transparency right in the map.
@@LuminousLabs Neither Poliigon, nor Textures.com nor any other place I know.
I also can´t remember other render engine that has such workflow.
I hope Lumion users sometime demand Lumion to change that.
ps: besides all the extra work for hundreds of textures, lets remember that when dealing with 4k or 8k textures, thats already several BIG files. Creating an extra file in PNG that is a duplicate of the albedo + opacity or albedo + reflection simply sucks.
ps2: how to have a map with opacity AND reflection mapping at the same time? It's either one or the other, right?
@@rogeriopenna9014 Yeah it is one or the other, but what I typically do is separate material IDs in Blender. This way I can keep the emissive parts emissive but something like metal I just use a Lumion material since it comes out fine.
I do completely agree with that maps though it's a head scratcher for me. At the very least I think Lumion needs a Gloss/Roughness map slot since it is so crucial.