Material Graph Issues Eggplant

Hello everyone,

I just downloaded a 3D Scanned eggplant, that comes with high-res 8K Textures and am having trouble setting the textures correctly. I am definitely not a beginner in Keyshot, but certainly not an expert either. Any help would be greatly appreciated!

The problems I have that the shell of the eggplant comes across extremely flat and without any depth. Especially reflections are not visible at all (even more so compared to the picture from the supplier).

In my opinion, the maps are correctly linked in the UV mapping type.
Unfortunately, I do not understand how to place the mask map.
What is also strange is that even with absurd displacement values (100mm) no displacement is visible.
I have played around with the Roughness Map and Colour to Number, unfortunately without success.
I know of course that the lighting is important, but even there I have tested various things (interior/product mode, Area Light/Pin Light in the Environment) and virtually nothing has changed in the appearance.

I know, that the sample count isn’t high in the screenshot, but even with 200+ samples it wasn’t much better.

I hope that the attached pictures illustrate the problem enough and I will be happy to provide the 3D model for testing if needed, if this will lead to a respectable result.

Thank you for your time and help!

Do you know if the maps were intended for a specular workflow? That’s how KeyShot takes maps. You can use metalness maps with the generic shader which may help. There isn’t a place to use masks to my knowledge, so you won’t be using that here. Is your specular value on the advanced material set to a dark value? It looks like you’re not getting much light reflecting off the mateirals. Finally, your lighting looks very flat and dark. Make sure you’ve got ample light in the scene. Looks like the displacement map is pretty dark (except for the stem) If you type in 100mm for displacement and the pixel values are at 1%, then you’ll only get about a 1mm displacement value. You may want to use a color to number node to remap the values of the displacement texture.

1 Like

First of all, thank you for taking the time to respond in such detail! I have incorporated your advice. You’re probably right, though, that the model wasn’t designed for the Specular workflow. I got a little better handle on the reflections with the Generic Shader, but all in all I didn’t get an acceptable result, unfortunately.

Nevertheless, thanks again for your quick reply!