Hey all,
With the recent release of P3D v4.4, I've start to look into PBR. I've looked at YouTube videos about it and talked with some scenery developers in our field, but all of this is useless if there's no way to apply it through Blender - after all, I don't have a budget for any sort of paid 3D modeling software. Now, the current Blender2P3D plugin has the option to add specular maps, but PBR would then also require a glossiness map to go along with the specular and diffuse maps (or metallic, roughness and base color maps, in different terms), but I don't see a way to assign this map in the Materials interface. Many YouTube videos that I have watched about using PBR in Blender actually use Cycles Render, not the default Blender Render, but this is not an option for use with Blender2P3D.
So, my question: in its current iteration, can the Blender2P3D plugin be used to assign PBR materials, or is an (extensive?) update to the plugin required that enables the use of these materials? If we can do it, then what's the way to do it?
Thanks,
Benjamin
With the recent release of P3D v4.4, I've start to look into PBR. I've looked at YouTube videos about it and talked with some scenery developers in our field, but all of this is useless if there's no way to apply it through Blender - after all, I don't have a budget for any sort of paid 3D modeling software. Now, the current Blender2P3D plugin has the option to add specular maps, but PBR would then also require a glossiness map to go along with the specular and diffuse maps (or metallic, roughness and base color maps, in different terms), but I don't see a way to assign this map in the Materials interface. Many YouTube videos that I have watched about using PBR in Blender actually use Cycles Render, not the default Blender Render, but this is not an option for use with Blender2P3D.
So, my question: in its current iteration, can the Blender2P3D plugin be used to assign PBR materials, or is an (extensive?) update to the plugin required that enables the use of these materials? If we can do it, then what's the way to do it?
Thanks,
Benjamin