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Bir çeviri sorunu bildirin
In-game cubemap should be used for anything glossy that can reflect the environment.
The reflectance can often be the default value unless you have things like metals. It doesn't really matter if it's a textue or slider value then.
I haven't really used GIMP much, so I don't really know what the settings do. You'll likely have to tweak the settings anyway to get a good gloss value, so better to eyeball it than bothering with modifying color spaces. Looking up reference images of similar materials can help a lot.
So I suppose I know where to put the AO/COLOR/METAL/NORMAL files.
- Is the height map therefore going to go unused?
- Should I use 'In Game Cubemap'?
- Set reflection to the default value, instead of the default or other map
So lots of unity zips dont have the roughness, the UE's do...
- I take the roughness map and invert the colors with Gimp. I figure I should use the 'Linear Invert' menu item instead of just 'Invert' colors. I then set the Precision to Linear, and not sGRB. This new file is used for gloss map.
- Gimp also allows me to specify whether it uses an integer or floating point number of various widths, and some files seem to be grayscale instead of srgb I can change it to 'srgb' or 'grayscale'. Should I just leave all this alone though and just make sure it is using 'Linear Precision' (whatever that means :p).
Hopefully I want have to convert lots of textures to linear, but I suppose I should?
Normal map in the OpenGL format. This is what Source 2 uses. The UE4 version of the material has the DirectX format instead with an inverted green channel. If you are unsure which normal format something has, use the "Source 1 Legacy Format" checkbox in the texture settings to flip the green channel.
TEXTURE_rgh
Roughness map. Needs to be inverted for a gloss map.
The Unity version of the cobblestone material is missing this, but the UE4 version has it. Having a gloss map is very important, especially for photorealistic materials since it gives a lot of lighting detail.
To get good imports, make sure you are testing with good lighting (the editor preview doesn't have any indirect lighting). The main thing to fine tune to get things right is the gloss map, especially if you have specular lighting turned on.
Albedo is often the diffuse color only without any lighting information. Unless you have highly specular things like metals, it's the same thing as the color map. If it's just the diffuse colors (when using the specuar/gloss PBR workflow), metals will look black on it and it will come with a separate specular color map.
wetcobble_ao.png, TEXTURE_AO:
Ambient occlusion map. If this isn't included, it's probably baked into the color map.
wetcobble_height.png, TEXTURE_disp:
Height or displacement map. It would be more useful if the shader supported parrallax or diplacement mapping. It can be used for reveal masks in blend materials or thickness for double sided materials.
wetcobble_metallic.psd
If the material has metallic parts, this can be used as both the metalness and reflectance maps(with a little adjustment). In this case it's black and not needed.
TEXTURE_AO, TEXTURE_col, TEXTURE_disp, TEXTURE_nrm,TEXTURE_rgh files.
is albedo the same thing as color? What is AO? Etc. tyvm