Being the blind talking about colors…. Have a look at the PBR textures of our conversions - there are some.
They make an overall greenish expression.
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General MAIW Conversion Package issues
- gsnde
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Re: General MAIW Conversion Package issues
Cheers,
Martin
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The Owl's Nest * Military Aircraft Reference * ICAO Reference * Distance Calculator * MAIW, Military AI & UKMil Reference
Martin
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The Owl's Nest * Military Aircraft Reference * ICAO Reference * Distance Calculator * MAIW, Military AI & UKMil Reference
Re: General MAIW Conversion Package issues
Thanks I will have a look and try to reproduce.
Phil
Phil
- John Young
- MAIW Developer
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- Joined: 12 Jul 2008, 15:15
Re: General MAIW Conversion Package issues
In case it helps, the basic principle of PBR textures, at least for MSDFS, uses the conventional texture (named "Albedo" in MSFS) with a composite ("Comp") texture. This texture splits the RGB channels into separate red, green and blue maps for editing and then combines them back again in Paintshop pro or similar graphics program:
A third texture ("Normal") is a single channel diffuse map that emphasises depth in panel lines etc, much like a “bump” map.
The freeware "Materialize" is a decent program to produce the various maps https://boundingboxsoftware.com/materialize/. The Ambient Occlusion (AO) map, produced this way is a bit lacking from my experience and is better produced with XNormal https://xnormal.net/, by firing light rays at the model itself and producing the map that way. Both the AO and the Normal maps need a lot of manual editing to get right.
After setting up the maps with the correct parameters in MCX, the result though is worth the effort with a decent model:
Just bear in mind that when using 2048x 2048 textures, the 3 main maps in total are about 8 times larger than a conventional single 1024x2048 texture normally associated with AI aircraft. A canopy texture (PBR) and Weapons texture (non-PBR) might also be needed plus afterburner, if present. Graphics cards will need to be able to handle that and uploads will be considerably bigger of course.
John
A third texture ("Normal") is a single channel diffuse map that emphasises depth in panel lines etc, much like a “bump” map.
The freeware "Materialize" is a decent program to produce the various maps https://boundingboxsoftware.com/materialize/. The Ambient Occlusion (AO) map, produced this way is a bit lacking from my experience and is better produced with XNormal https://xnormal.net/, by firing light rays at the model itself and producing the map that way. Both the AO and the Normal maps need a lot of manual editing to get right.
After setting up the maps with the correct parameters in MCX, the result though is worth the effort with a decent model:
Just bear in mind that when using 2048x 2048 textures, the 3 main maps in total are about 8 times larger than a conventional single 1024x2048 texture normally associated with AI aircraft. A canopy texture (PBR) and Weapons texture (non-PBR) might also be needed plus afterburner, if present. Graphics cards will need to be able to handle that and uploads will be considerably bigger of course.
John
Re: General MAIW Conversion Package issues
Thank you Gavin,
I will give it a try!
Phil
I will give it a try!
Phil
- John Young
- MAIW Developer
- Posts: 4226
- Joined: 12 Jul 2008, 15:15
Re: General MAIW Conversion Package issues
Your welcome, but I'm John, not Gavin!
Re: General MAIW Conversion Package issues
We just look alike