Naiman Broome Posted October 7, 2021 Share Posted October 7, 2021 What is the best corrispondence between PBR Material maps and Secondlife maps? Link to comment Share on other sites More sharing options...
Quarrel Kukulcan Posted October 8, 2021 Share Posted October 8, 2021 What material maps do you have? It looks like there are a lot of variations. 1 Link to comment Share on other sites More sharing options...
animats Posted October 8, 2021 Share Posted October 8, 2021 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. 1 Link to comment Share on other sites More sharing options...
Quarrel Kukulcan Posted October 8, 2021 Share Posted October 8, 2021 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. 1 Link to comment Share on other sites More sharing options...
Naiman Broome Posted October 8, 2021 Author Share Posted October 8, 2021 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 ? Link to comment Share on other sites More sharing options...
Quarrel Kukulcan Posted October 8, 2021 Share Posted October 8, 2021 20 minutes ago, Naiman Broome said: What you would sugest for leaves / bark ? I have no idea. Hopefully an actual texture artist can throw their hat in. Link to comment Share on other sites More sharing options...
VirtualKitten Posted October 10, 2021 Share Posted October 10, 2021 lol try the new shader in 2.92 its lovely 1 Link to comment Share on other sites More sharing options...
Naiman Broome Posted October 11, 2021 Author Share Posted October 11, 2021 On 10/10/2021 at 11:09 AM, VirtualKitten said: lol try the new shader in 2.92 its lovely What is? Link to comment Share on other sites More sharing options...
arton Rotaru Posted October 11, 2021 Share Posted October 11, 2021 2 hours ago, Naiman Broome said: What is? 2.92 is referring to the current version of Blender. Link to comment Share on other sites More sharing options...
Naiman Broome Posted October 11, 2021 Author Share Posted October 11, 2021 mm I use 3dsmax. Link to comment Share on other sites More sharing options...
Quarrel Kukulcan Posted October 11, 2021 Share Posted October 11, 2021 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. Link to comment Share on other sites More sharing options...
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