Kaedar Posted July 21 Posted July 21 I am trying apply PBR textures to my current build and am just confused. I downloaded PBR textures from a site i belong too. The folder contained: Diffuse, displacement, Normal, Specular and AO The PBR Texturing window has: Material-Base Color, Normal-Emmisive, (O) RM The names are different! What goes where? I would appreciate any explanation! Thanks!
Frionil Fang Posted July 21 Posted July 21 Those textures are not compatible with what SL uses (glTF PBR); some texture sets are also provided in a diffuse-normal-specular format for other engines so you might've gotten the wrong option. Ideally, the material would be given to you as a .gltf/.glb file that already has the correct structure and you can upload it as a whole bundle. If there are only loose textures, you need base color/albedo which goes in the base color slot, a normal map, and a combined occlusion-roughness-metallic texture that goes in the ORM slot. Additionally an emissive texture as well. If the texture set doesn't have a combined ORM map but separate grayscale versions of AO/occlusion, roughness and metallic, you'd need to combine them by putting occlusion into the red channel, roughness into green and metallic into blue. Search for MakeGLTF or GLTF Packer on these forums for programs that can do it for you. 1
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