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tools:pbr_texture_set [2020/11/23 16:48] – [Outputs] lightwolftools:pbr_texture_set [2024/03/06 22:22] (current) – [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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   * **Filename Base Separators** Here you can add multiple characters that may serve as separators of the base file name to modifiers, which could include the pbr texture channel name, image numbers or UDIM numbers.   * **Filename Base Separators** Here you can add multiple characters that may serve as separators of the base file name to modifiers, which could include the pbr texture channel name, image numbers or UDIM numbers.
   * **Colour / Diffuse, Metallic, Roughness, etc.** These determine file name fragments the plugin will look for to assign images to PBR texture slots. Multiple fragments may be separated by a semicolon (**;**).\\ The plugin will remove the base file name (if possible) before trying to match the fragments. If an images matches multiple fragments then it may be assigned to multiple slots.   * **Colour / Diffuse, Metallic, Roughness, etc.** These determine file name fragments the plugin will look for to assign images to PBR texture slots. Multiple fragments may be separated by a semicolon (**;**).\\ The plugin will remove the base file name (if possible) before trying to match the fragments. If an images matches multiple fragments then it may be assigned to multiple slots.
 +
  
 === Metallic / Specular === === Metallic / Specular ===
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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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 </WRAP> </WRAP>
  
 +{{ :tools:pasted:20201125-174403.png| Basic set-up for a metallness workflow.}}
 +=== Base Colour (Metallic mode only) <sRGB> ===
 +
 +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.
  
-=== Colour <sRGB> === 
 === Metallic (Metallic mode only) <linear>=== === Metallic (Metallic mode only) <linear>===
 +
 +The metallness 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 blue channel of the image is used (and displayed in the thumbnail).
 +
 === Roughness (Metallic mode only) <linear>=== === Roughness (Metallic mode only) <linear>===
 +
 +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> ===
 +
 +The Specularity of the material if a Specular workflow is used. This is a colour image.
 +
 === Glossiness (Specular mode only) <linear>=== === Glossiness (Specular mode only) <linear>===
 +
 +The Glossiness of the material if a Specular workflow is used. This is a greyscale / scalar value. To allow for a combined Specular/Opacity map, this will use the alpha channel of the image if one exists, otherwise the luminance.
 +
 === Occlusion <linear>=== === Occlusion <linear>===
 +
 +This is used by all PBR workflows. This is a greyscale / scalar value. To allow for the use of a single image as an ORM (Occlusion, Roughness, Metallness) map, only the red channel of the image is used (and displayed in the thumbnail).
 +This image can be multiplied into the proper texture channels within the node but is also available as an node output.
 +
 === Luminous <sRGB> === === Luminous <sRGB> ===
 +
 +This is used by all PBR workflows, the colours in this image are essentially added to the shaded material. Make sure that the separate Luminous value in the Principled BSDF material is set to 100% to make this visible.
 +
 === Normal <linear>=== === Normal <linear>===
 +
 +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>===
  
 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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 === Base Colour (Metallic) === === Base Colour (Metallic) ===
 +
 +The base colour for a metallic workflow. If the node is set to use a specular workflow (which has a diffuse colour) this is converted automatically.
 +
 === Base Luma (Metallic) === === Base Luma (Metallic) ===
 +
 +The luminance of the Base Colour.
 +
 === Diffuse Colour (Specular)=== === Diffuse Colour (Specular)===
 +
 +The diffuse colour for a specular workflow. If the node is set to use a metallic workflow (which has a base colour) this is converted automatically.
 +
 === Diffuse Luma (Specular)=== === Diffuse Luma (Specular)===
 +
 +The luminance of the Diffuse Colour.
 +
 === Transparency === === Transparency ===
  
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 === Metallic (Metallic) === === Metallic (Metallic) ===
 +
 +The metallness of the texture set. If the set is using a specular workflow, this is computed from the specular colour and diffuse colour maps.
 +
 === Roughness (Metallic) === === Roughness (Metallic) ===
 +
 +The roughness of the texture set. If the set is using a specular workflow, this is computed from the glossiness.
 +
 === Specular (Specular)=== === Specular (Specular)===
 +
 +The specular colour of the texture set. If the set is using a metallic workflow, this is computed from the base colour and the metallness.
 +
 === Glossiness (Specular)=== === Glossiness (Specular)===
 +
 +The glossiness colour of the texture set. If the set is using a metallic workflow, this is computed from the roughness.
 +
 === Occlusion === === Occlusion ===
 +
 +The value extracted from the occlusion map.
 +
 === Luminous Colour === === Luminous Colour ===
 +
 +The luminous colour map.
 +
 === Displacement === === Displacement ===
 The displacement away from the surface, optionally multiplied. The displacement away from the surface, optionally multiplied.
 === Normal === === Normal ===
 +
 +The normal map in tangent space transformed using the current project. This can be applied directly to normal inputs.
 +
 === Bump === === Bump ===
 The bump map which is computed from a displacement map if one is present in the texture set. The bump map which is computed from a displacement map if one is present in the texture set.
 +
 +===== 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>4JUpqmFgAlM?}}
 +
 +Here is a small collection of links to free PBR Image set ressources:
 +
 +[[https://cc0textures.com/list?sort=Popular|cc0texures.com]]
 +
 +[[https://texturehaven.com/textures/|texturehaven.com]]
 +
 +[[https://www.mographmentor.com/resources/essential-mograph-texture-pack/|www.mographmentor.com (requires registration)]]
 +
 +
  
 ---- ----
tools/pbr_texture_set.1606146525.txt.gz · Last modified: 2020/11/23 16:48 by lightwolf