Happy Toshi Posted August 12 Posted August 12 (edited) Im sorta having trouble texturing with PBR and ao maps there isnt alot of vidoes on it i got this gltf unpacker tried to follow this video but it turns out to be a grey mess with no texture at all very shiny when i go to local and test it out on firestorm newest release is there any better videos then that one. I mean do i leave the ao map clear or just texture it like like blin phong ao map doesnt even appear after i save my material in local just base color normal and orm and a shiny mess after the file save. trying to texture furniture with regular ao maps I guess any help is appericated want to get the shadows from the ao map to show up Edited August 12 by Happy Toshi
Tayln Osbourne Posted August 17 Posted August 17 (edited) I'd need to see the result and process you're taking to know what's going on exactly. I do have a tutorial video, but it's based on using Blender, rather than the glTF packer. The ORM file is actually the combination of Occlusion (Red Channel) Roughness (Green Channel) and Metalness (Blue Channel) into a single texture. An important note is that occlusion only effects the amount of indirect light that a material receives, it does nothing when lit by local lights or sun/moon light. There is also the possibility that there are no reflection probes in the scene, which will cause the material to be lit strangely. Edited August 17 by Nagachief Darkstone Mentioned reflection probes.
aht1981 Posted August 20 Posted August 20 well either combine the AO and base colour in PS or can't you just ad the AO to the Occlusion box of the packer?
Wulfie Reanimator Posted August 20 Posted August 20 31 minutes ago, aht1981 said: combine the AO and base colour in PS Don't do this in PBR. 3 1
aht1981 Posted August 22 Posted August 22 On 8/20/2024 at 12:29 PM, Wulfie Reanimator said: Don't do this in PBR. ah thank you! I actually don't do this (as I use SP for creating my gltfs). I'll edit my post lest anybody else do this!
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