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tools:pbr_texture_set [2020/11/25 17:44] – [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. | ||
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There' | There' | ||
+ | {{: | ||
+ | {{ : | ||
===== 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, |
- | 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)), |
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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{{ : | {{ : | ||
- | === Colour < | + | === Base Colour |
- | The base colour for metallic texture sets or the albedo/ | + | The base colour for metallic texture sets. The alpha channel of this image is available as the Transparency output. |
+ | === Diff. Colour (Specular mode only) < | ||
+ | |||
+ | 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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=== 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> | ||
+ | |||
+ | Here is a small collection of links to free PBR Image set ressources: | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | |||
---- | ---- |