Creating Scenery for MSFS 2020, Using Free Resources: PBR Texturing

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  • Опубліковано 4 жов 2024

КОМЕНТАРІ • 28

  • @MorrisseysMonkey
    @MorrisseysMonkey 2 роки тому +1

    Not sure if you have used it, but 'Materialize' is a handy program for creating PBR textures.

    • @myphysicalworld3958
      @myphysicalworld3958  2 роки тому

      I have not used it, but it looks really promising...thanks for the find!

    • @MorrisseysMonkey
      @MorrisseysMonkey 2 роки тому

      @@myphysicalworld3958 You're welcome.

  • @rhammond174
    @rhammond174 2 роки тому +1

    You should look up Texel Density. There is also a Texel Density Checker plugin for Blender. It helped me greatly when I had separate buildings with brick and I wanted to make sure the brick pattern was the same size on each. I eyeballed it before I learned about texel density. Now I just grab the TD of my reference building and apply it to other buildings.

  • @phil499
    @phil499 Рік тому

    wow this was very valuable to me thank you

  • @danielmartinsson899
    @danielmartinsson899 2 роки тому +1

    I use Imagemagik when I build my pbr files. It's a command line tool so you save a lot of time and clicks. Especially if you need to tune and recreate the file multiple times.

    • @voyageruk2002
      @voyageruk2002 2 роки тому

      Would you share an example cmd please for us to use?

    • @danielmartinsson899
      @danielmartinsson899 2 роки тому

      @@voyageruk2002 This is the one I use all the time: convert myAO.png myRoughness.png myMetallic.png -combine myOutputPBR.png
      The three first file names should be whatever your files are named. The tool will create the output file and place the three first files in that order in the rgb channels.
      I do this on Linux but it should be the same in Windows. The great thing here is that if you need to tweak some of the channels you just run the same line again and it will update the output file.

  • @rhammond174
    @rhammond174 2 роки тому

    The specifics of detail textures can be found in the SDK documentation under External Asset Creation/The 3DS Max Plugin/Materials. In this chapter find the section starting with Detail Color(RGB) Alpha(A). With no blendmap, they're setup such that a value of 0.5 produces no change. Values above and below 0.5 lighten and darken. With a blendmap, it says it just becomes a secondary texture that is linearly blended with the original based on the blendmap value. I've not tried this though.

  • @iceberghh3296
    @iceberghh3296 2 роки тому

    I love your video. I learned a lot! Thank you.

  • @brianbuckley6713
    @brianbuckley6713 2 роки тому

    I've been using Photoshop up to now, so I think it will be Krita going forward. The only problem is, I believe i am stuck in a 12 month subscription, so when that runs out I will not be resubscribing and move over to Krita. Another great video, thanks a bunch.

  • @rhammond174
    @rhammond174 2 роки тому +1

    I had to go look up that pronunciation. I always pronounced it with a sound like the word "it". However, it seems from what I've found that the devs took it from the Swedish word /kr'i:ta/ meaning crayon/to draw and it is indeed pronounced like Kree-ta with a subtle rolling of the r.

  • @rhammond174
    @rhammond174 2 роки тому

    Please continue to add your building construction comments. I had no idea that standard doors were 3'x7' and that metal roofing used hex bolts.

  • @DaymarusLV
    @DaymarusLV Рік тому

    Good day, Sir!
    I've ran into a problem with PBR texturing. Everytime when I use separate materials, it goes well, and the detail level is good, but there is a question that tortures me almost for a year now. How all of those PBR textures are later combined into 1 UV File _ALBD and _COMP?

  • @kenrathjen2286
    @kenrathjen2286 2 роки тому

    I have learned a lot about PBR textures by watching your videos. They have been extremely helpful. However, I have run into a problem with some downloaded textures that don’t have the red, green, and blue channels. They only have gray and alpha channels. What do I do?

    • @myphysicalworld3958
      @myphysicalworld3958  2 роки тому

      What I do is create a blank texture in Krita and add new layers for each rgb...plus open the "grey channeled" textures also, then in each "grey" texture I Ctrl+A, Ctrl+C then in my blank I Ctrl+V them into their respective layer. Basically creating a new RGB image by copying over their corresponding texture. For example, for Roughness I create a layer with only the Green channel+alpha, then copy and paste that "grey" texture into that roughness layer....I hope I made that clear. I have a video on doing that, I just can't remember which one at the moment.

    • @kenrathjen2286
      @kenrathjen2286 2 роки тому

      @@myphysicalworld3958 I believe I've found a better way to do this. In Krita, go to "Layer/Convert/Convert Layer Color Space" then set Model to "RGB/Alpha". Your layer now has red/green/blue/alpha channels.

  • @nemokin
    @nemokin 2 роки тому

    Hi, I am yet stuck again. When I import normal to the MS Standard's normal input (as your video), it is way more subtle than your video. Scaling up the UV doesn't show the same result as your video, the ridges are barely visible to the level of "not visible" although when I really really look it does seem to be there. I advance your video to the office wall and the AO/Roughness/Metal input (putting them in different RGB layers as your vide) doesn't really show the "texture" at all. What may I be doing wrong? Of note, I tried to create the same AO/Roughness/Metal RGB file using Photoshop but similar result. Using white albedo thus doesn't really do anything pretty much. (Using the Albedo provided with original texture and not the white albedo does show the red brick on office all or grey corrugated look on the hangar wall but no texture per AO/Roughness/Metal and Normal).

    • @myphysicalworld3958
      @myphysicalworld3958  2 роки тому +1

      Many variables can contribute to textures not appearing correctly. Did you apply scale to your model prior to UV unwrapping? Make sure that only one layer in your AORM texture has an alpha channel. Might try one texture at a time to find the culprit. Start with only Normal and see what it does. Might also invert your normal map.

    • @nemokin
      @nemokin 2 роки тому

      @@myphysicalworld3958 For some reason, my Blender has two separate selections of MSFS Params in the menu under texture. I placed the PBR textures in both MSFS Prams and the textures appeared. Hmm don’t know why I have two.

    • @myphysicalworld3958
      @myphysicalworld3958  2 роки тому +1

      @@nemokin I do not think I understand the issue....not sure what you mean by two MSFS Param.

    • @nemokin
      @nemokin 2 роки тому

      @@myphysicalworld3958 Thank you for your comment and apologies for not being concise with my questions. Thinking that maybe providing you with screen grabs is better in communicating my question, I went to your Facebook group to comment further. Hope this was appropriate.

  • @rhammond174
    @rhammond174 2 роки тому +1

    gimp for me