Hey. What's up, guys? Nuno here. I know that many Lumion users
didn't upgrade to Lumion 12 yet. And with this, they don't get a dedicated
slot to the Gloss map ffor example. And as you may notice already,
I'm always recommend you to add the gloss map
into the alpha channel of the normal map. To do this, you need to go to Photoshop
and repeat this procedure every time for every new texture. It can take some time, but if you're using mega context, it's
that is a better and faster way. I use it here on YouTube. By the name Gabrielle Rufellini,
I hope I'm pronouncing that right, he made this comment
suggesting that we can use XML bits to set up custom export settings. We can setup automatically the roughness
into the alpha channel of the albedo or the gloss into the alpha channel,
the normal map, or even invert the green
from the normal map directly from Bridge. So do these with you. I'll show you how
you can setup this quick. Celebrates custom exports
to have all the maps ready for woman. So let's get started. The first thing
we need to do is go to Wix, a website and we'll find on the products
on the here on the top. You'll find it. And I'm already here on this page. And you click here, download rates. And so you store this in this software. Here we have quick Southbridge. This is the main screen and the you can see on the left side,
we have free the assets surfaces. The surfaces are materials. We have decals, perfections, all of this. You can even sort this out by collections. And if you go, for example,
to environments and let's say natural, I can see different types of of nature like canyons of Utah, Iceland, Pine Essentials, ocean. So just like this if I have a project
that is basically on a north coast, I can select from these assets
and this is are all high quality assets but for this video we'll use the surface and the I want the soil surface. So here soil oh as it can see it going back
a little bit, everything is categorized. So we have concrete, we have asphalt
grass, a lot of different things. So let's go to soil and let me see which one I want to try So just to test, I want to see this one soil type
tire tracks. And here if you click, you can see
the texture maps, different action maps can see a preview, 3D preview, so how it looks. And if you'll notice here on the bottom,
it says two by seven, by two by seven. And in Lumen, when you are defining
the map scale, it's in meters. For this map to be the correct size,
you need to set in movement 2.7 as well. And if you like this asset, you can just click here
to to favorite the asset. And now before clicking download
let me show you here. When you click this button icon
next to the resolution, we'll go to export settings and on this export target we're going to select custom this export
they already have some presets for Max Maya Unity and real engine but we're going to like custom disk. And then we setup here
a folder already have set up here mine. And now we go to the textures and on the textures
you'll probably find here format as you back, but select target and not on surfaces, which are the textures we have albedo. So we're going to select albedo. And on the albedo we're going to go here and select RGV, a so we have the Alpha Channel as well. And on the Alpha Channel is already here,
select the roughness, but you can select many different types
of maps that you want. But for Illumina we'll select roughness then we have displacement, displacement
going to leave it as it is, as great and normal map, you could as well select RGV eight and add here the gloss map. Okay. But we already add the roughness into
the albedo and the roughness and gloss. They are the same
map is just inverted from one another. So either use the roughness
map on the albedo or the gloss map on the normal map
don't use both together on the normal map. Another thing to do is if you see here
the green channel, which is the G here, we're going to select
normal white inverted. So for lumin, the mega scans textures,
they need to be with a green inverted so we can select this option and it will
export already with the correct settings. Okay, so you don't have
to do anything else in Libya. And we close this in for women. There's nothing else we need. Just, just this free maps. I mean for maps
because we are adding the roughness into the Alpha Channel down below and then we can go here back before going back to that,
we just show you that for the models at what I do is select the X and I feel like the high poly source,
which is the model that contains the most information, it's
the most heavy with a higher poly count. And I just use this one
if the camera is really close to it. Okay, then have lots zero,
lots of it with a high quality asset and I'm using most of my assets
with this log zero because they are not so heavy
and they look nice. But if the asset is really far away,
I use this lot five because it's version with a reduced number of polygons
and it's much lighter for the scene and the, you know, notice
much difference between one and another. So sometimes
we need to change these assets for the better performance on your scene,
especially unlatch things. By the way, if you want to take
your limited rendering skills to the next level, I invite you to join
my Illumina render course. It has more than 10 hours of step by step
video tutorials only have a link in the top right corner and also in
the description below this video. And now we go back and we click download. So it will start download the asset and if we want to check the files
that it downloaded, we'll go here to the free dots
and go to files but these are not the files that we need. These are just the textures of these maps. We don't need these files. We need to go here and click export it's because we set the custom export. And when we do this, we go to the folder
that we previously set up. This one
let me show you again this folder here. So the export location,
we go to this folder. And so in my case, it's this one. As you can see, I have just a preview file
and I have three target files. There will be the displacement
and the normal. And if I open here the displacement
on Photoshop and now I go to channels and often you can see that it already has the roughness into the Alpha Channel. So as I said, now we don't need to do all of these
settings again here inside this Photoshop before we continue to
log in, there is one thing that I noticed. I downloaded
the eight K and 4K of the same version and one without the green inverted here
on the pixel application and the other with the green inverted and what I notice
is that both are exactly the same. So in reality,
the normal map is not being inverted. In this week's On Breach, application, and I even found support on that forum
with the exactly the same thing. Someone comparing both the normals
inverted and without being inverted. And they had exactly the same. And this rate is already one year old
and with no answers. So I'm guessing this is a bug
that wasn't fixed yet. So what I suggest to do
is when you go to load the R material into Lumin,
so I have your Lumin 11 11.5. So I have here this maps
so I have the albedo which has the roughness on the Alpha Channel
and this one is two meters. So let's put tier two meters that's enough. And then this not normal map,
I'm going to load the normal map. But since it didn't invert the green, we all need to click here
next to the relief, which is a normal map. There's this button flipped normal. So it just need to click this one button and that's it. The numbers are important then
I'm just going to choose the displacement grids. You can see here the difference
that the displacement makes. So it's a little bit about here and reflectivity. I'm going to decrease
a little bit here, here and now I'm going to take a render of this
and let's see how it looks. Oh, just one more thing before I hit
render that I forgot to tell you is that you have to check
if you have this extra options. If you don't if it just shows like these.
So more click here. So Mark and then go to the fourth
icon, which is settings. And this
is we added the roughness into our do we need to say that the, the,
the Alpha Channel is not the alpha keeps object
but the alpha masks reflectivity? Now it's correct or else this map makes some transparency on the map, on the texture. I mean, so now let's try to render and this is the final result. So as you can see, it was quite simple
to set up all the six parts in Quiksilver. It's interesting to pay attention about
that normal that probably it's a bug. So you cannot really invert the normal
in case of rates, but it's really fast to do it. And let me just press this one button
and that's it happens like this video. Let me know what you think about it
and don't forget to give it to like and I like the reminder
that you can sign up for my free training, my top ten tips to achieve
realistic readiness. I literally in the top right corner
and also in the description below this and I'll see you in the next one