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Materials and PBR


Naiman Broome
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5 hours ago, Naiman Broome said:

What is the best correspondence between PBR Material maps and Second Life maps?

PBR to SL?

  • Diffuse = Albedo
  • Diffuse alpha = Transparency
  • Specular = 1.0 - avg(Specular)*Roughness

That's a start. PBR has more channels, but they don't translate well. Beyond the basics, you've kind of reached the limits of SL materials.

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Normal map goes in the normal texture RGB. If your source looks like raised bumps are illuminated with green light from the bottom of the screen, invert your green channel.

Smoothness/roughness/microsurface goes in the normal texture alpha channel. If it's roughness, (black = smooth, white = rough) invert it. If you don't actually have a normal map, make one with a default RGB color of (128, 128, 255).

Reflectivity goes into your specular texture RGB (even if it's grays).

Metallic isn't straightforward. If you want those spots to also have a polished chrome/glass look, put it in the alpha channel of your specular texture. Separate from that, you might need to produce/alter your specular texture so the high-metallic areas are the same color as the diffuse texture and the low-metallic pixels are grayscale.

AO needs to be manually merged with the diffuse texture.

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2 hours ago, Quarrel Kukulcan said:

Normal map goes in the normal texture RGB. If your source looks like raised bumps are illuminated with green light from the bottom of the screen, invert your green channel.

Smoothness/roughness/microsurface goes in the normal texture alpha channel. If it's roughness, (black = smooth, white = rough) invert it. If you don't actually have a normal map, make one with a default RGB color of (128, 128, 255).

Reflectivity goes into your specular texture RGB (even if it's grays).

Metallic isn't straightforward. If you want those spots to also have a polished chrome/glass look, put it in the alpha channel of your specular texture. Separate from that, you might need to produce/alter your specular texture so the high-metallic areas are the same color as the diffuse texture and the low-metallic pixels are grayscale.

AO needs to be manually merged with the diffuse texture.

What you would sugest for leaves / bark ?

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On 10/8/2021 at 10:44 AM, Quarrel Kukulcan said:

Smoothness/roughness/microsurface goes in the normal texture alpha channel. If it's roughness, (black = smooth, white = rough) invert it.

Addendum: also set SL's Glossiness to 255 for that face. SL always mixes this setting in, and if it's lower than 255 it will diminish the smoothness you're trying to set with your detailed alpha channel.

Quote

Metallic isn't straightforward. If you want those spots to also have a polished chrome/glass look, put it in the alpha channel of your specular texture.

Likewise, set Environment to 255 (at least at first) or you'll squash the chrome map strength.

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