tools:pbr_texture_set
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| tools:pbr_texture_set [2020/12/01 14:40] – [Textures] lightwolf | tools:pbr_texture_set [2024/03/06 22:22] (current) – [Ressources] lightwolf | ||
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| - | ====== PBR Texture Set (WiP) ====== | + | ====== PBR Texture Set ====== | 
| - | + | ||
| - | {{ : | + | |
| The PBR Texture Set node is designed as a one stop solution for using a set of PBR textures. | The PBR Texture Set node is designed as a one stop solution for using a set of PBR textures. | ||
| Line 13: | Line 11: | ||
| There' | There' | ||
| + | {{: | ||
| + | {{ : | ||
| ===== Controls ===== | ===== Controls ===== | ||
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| The albedo/ | The albedo/ | ||
| + | === Occlusion % === | ||
| + | |||
| + | Multiplies the Base / Diff. Colour by the Occlusion texture if present. | ||
| === Metallic (Metallic mode only) < | === Metallic (Metallic mode only) < | ||
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| The roughness of the surface. This is a greyscale / scalar value. To allow for the use of a single image as an ORM (Occlusion, Roughness, Metallness) map, only the green channel of the image is used (and displayed in the thumbnail). | The roughness of the surface. This is a greyscale / scalar value. To allow for the use of a single image as an ORM (Occlusion, Roughness, Metallness) map, only the green channel of the image is used (and displayed in the thumbnail). | ||
| + | |||
| + | === Invert === | ||
| + | |||
| + | Inverts the Roughness value, essentially (almost) turning it into a specularity value. | ||
| === Specular (Specular mode only) < | === Specular (Specular mode only) < | ||
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| This slot is for a normal map in tangent space. | This slot is for a normal map in tangent space. | ||
| + | |||
| + | === Strength === | ||
| + | |||
| + | This controls the strength of the applied normal map. | ||
| + | |||
| + | === Invert X/Y/Z === | ||
| + | Inverts the X/Y/Z component of the normal map, in cases where the direction is wrong. | ||
| === Displace < | === Displace < | ||
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| This is an optional displacement/ | This is an optional displacement/ | ||
| + | === Height === | ||
| + | Multiplies the displacement value. | ||
| + | === Invert === | ||
| + | Inverts the displacement. | ||
| ==== Mapping ==== | ==== Mapping ==== | ||
| {{ : | {{ : | ||
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| ==== Inputs ==== | ==== Inputs ==== | ||
| === Projection === | === Projection === | ||
| + | |||
| + | The projection to use. The PBR Texture Set only performs the texture mapping and doesn' | ||
| + | |||
| + | If nothing is connected here, the default UV will be used. | ||
| + | |||
| === MipMap Strength === | === MipMap Strength === | ||
| <WRAP center round tip 60%> | <WRAP center round tip 60%> | ||
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| ===== Ressources ===== | ===== Ressources ===== | ||
| + | |||
| + | Mikael Burman created a video that shows how to use PBR textures traditionally and how the PBR Texture Set speeds up using them. | ||
| + | |||
| + | {{youtube> | ||
| Here is a small collection of links to free PBR Image set ressources: | Here is a small collection of links to free PBR Image set ressources: | ||
tools/pbr_texture_set.1606830002.txt.gz · Last modified:  by lightwolf
                
                