I wanted to try out cycles but i completely don’t understand where i should put roughness map cause gloss is only color driven in custom shader.
Second thing, is bump channel automatically recognizing bump and normal maps?
Is there any reference which slot is what cause for me logic of this material system is bit off in general - i thought it will be based indeed on principled bsdf node.
How actual rhino shader relates to this https://docs.blender.org/manual/en/dev/render/cycles/nodes/types/shaders/principled.html?
Where are subsurface, metalic, clear coat or anisotropic channels?
Can somebody show me a setup which uses albedo/roughness/metalic/normal workflow?
I hope real Cycles and Rhino Cycles doesn’t have only name in common…