![]() You might want to consider making this a gray / dark gray color on some assets that you want more of the albedo color to show through indirect (ambient) lit surfaces. Note that this glow does not cast light upon surrounding surfaces except via the Bloom post-processing effect. Used for phosphors, permanently-lit markings, etc. This causes the texture to have an internal glow, even when no external light is present. Parameters (Emissive - Red Channel) Texture Example.Linear color space (not sRGB) is used for these channels. This texture is comprised of four separate channels which each form a separate data element. Normal Texture Example with Alpha Channel (Parallax) Normal Texture Example with no Alpha Channel (Parallax) The parallax height and the surface normal must be kept in sync, which means that a third-party tool must be used to generate the surface normal from the parallax height if you are painting this map manually. While it is possible to paint this data in Photoshop, a linear color space must be used, and far superior results will be available through other data sources. 0.0 represents the deepest possible value, while 1.0 represents the shallowest possible value. Per-pixel manipulation or use of filters on the "RGB" channels is not acceptable.Ī: Displacement height. Using Photoshop to add a fourth channel or copy/paste smaller textures into a texture atlas is acceptable. Since this is an XYZ format rather than color data, it should never be modified in Photoshop. This defines which way the surface is facing, relative to the interpolated vertex normals. Runtime texture replacement should not expect to replace an opaque texture with a blended or masked texture and have the material update automatically. The content creator must select the appropriate material for their desired outcome. Note that unlike legacy Trainz materials, PBR materials do not autodetect opacity mode based on the texture in use. ![]() For the most robust result, the alpha channel should be omitted or set to 1.0 (white). Please note that there is no alpha channel support. RGB: The albedo map defines the base color of each texel. All textures should typically have the same dimensions unless they represent a uniform color, however this is not strictly enforced. The following texture slots are used for this material. 5 Blender Material Configuration (2.8+).4 Blender Material Configuration V2.79b.
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