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tools:pbr_texture_set [2020/11/29 12:29] – [Ressources] lightwolftools:pbr_texture_set [2023/05/18 14:32] – [Ressources] lightwolf
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-====== PBR Texture Set (WiP) ====== +====== PBR Texture Set ======
- +
-{{ :tools:pasted:20201119-014334.png}}+
  
 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.
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 There's also an option to use the built-in triplanar mapping, allowing for quick texturing of generic meshes. There's also an option to use the built-in triplanar mapping, allowing for quick texturing of generic meshes.
 +{{:tools:pasted:20210529-140140.png}}
 +{{ :tools:pasted:20201119-014334.png}}
 ===== Controls ===== ===== Controls =====
  
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 Node outputs will be converted as required. Node outputs will be converted as required.
  
-If Metallic is enabled, the Metallic and Roughness textures will be visible. The Colour texture will be interpreted as Base Colour.+If Metallic is enabled, the Base Colour, Metallic and Roughness textures will be visible.
  
-If Specular is enabled, the Specular and Roughness textures will be visible. The Colour texture will be interpreted as Diffuse Colour.+If Specular is enabled, the Diffuse Colour((also known as albedo)), Specular and Roughness textures will be visible.
  
 Below this you will find a section of pop-ups to select images for the individual channels of a PBR texture set as well as related controls. Below this you will find a section of pop-ups to select images for the individual channels of a PBR texture set as well as related controls.
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 {{ :tools:pasted:20201125-174403.png| Basic set-up for a metallness workflow.}} {{ :tools:pasted:20201125-174403.png| Basic set-up for a metallness workflow.}}
-=== Colour <sRGB> ===+=== Base Colour (Metallic mode only) <sRGB> ===
  
-The base colour for metallic texture sets or the albedo/diffuse colour for specular texture sets. The alpha channel of this image is available as the Transparency output.+The base colour for metallic texture sets. The alpha channel of this image is available as the Transparency output. 
 +=== Diff. Colour (Specular mode only) <sRGB> === 
 + 
 +The albedo/diffuse colour for specular texture sets. The alpha channel of this image is available as the Transparency output
 + 
 +=== Occlusion % === 
 + 
 +Multiplies the Base / Diff. Colour by the Occlusion texture if present.
  
 === Metallic (Metallic mode only) <linear>=== === Metallic (Metallic mode only) <linear>===
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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) <sRGB> === === Specular (Specular mode only) <sRGB> ===
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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 <linear>=== === Displace <linear>===
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 This is an optional displacement/height map which can also be used to compute a bump map. This is an optional displacement/height map which can also be used to compute a bump map.
  
 +=== Height ===
 +Multiplies the displacement value.
 +=== Invert ===
 +Inverts the displacement.
 ==== Mapping ==== ==== Mapping ====
 {{ :tools:pasted:20201119-014548.png}} {{ :tools:pasted:20201119-014548.png}}
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 ==== Inputs ==== ==== Inputs ====
 === Projection === === Projection ===
 +
 +The projection to use. The PBR Texture Set only performs the texture mapping and doesn't create the projection, the only exception being a Triplanar projection ((Since that's a mixture of multiple projections and mappings)).
 +
 +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 =====
 +
 +Mikaee Burman created a video that shows how to use PBR textures traditionally and how the PBR Texture Set speeds up using them.
 +
 +{{youtube>4JUpqmFgAlM?}}
  
 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.txt · Last modified: 2024/03/06 22:22 by lightwolf