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P3D v4 How to make PBR correctly from diffuse?

One more tip for Paint Shop Pro users. There is a quick way to split and combine the three RGB channels for the metallic maps. In the image drop down.
 
Hello

Let me first point out that glass or windows in P3D v4.5 do not have a PBR equivalent. The glass texture will need to be separated from what is PBR and used as in previous sims.

If you are converting a specular map in P3D v5 then you will need to place the specular's alpha into the alpha of the Albedo and place the specular's RGB in the Blue Channel (non-color). This would then be controlled by the metallic map [ by the AO (green channel) and the Smoothness (alpha channel) maps ].

EDIT:
Another Variant for the above P3D v5:
Placing the specular's alpha into the Albedo's alpha and placing the specular's RGB into the Smoothness (alpha channel) of the metallic map. Also, within the metallic map: the blue channel activated only where the reflections are to occur (with pure white) the rest as pure black. The AO (green channel) will still be used to control the reflection.
 
Last edited:
Hello

Let me first point out that glass or windows in P3D v4.5 do not have a PBR equivalent. The glass texture will need to be separated from what is PBR and used as in previous sims.

If you are converting a specular map in P3D v5 then you will need to place the specular's alpha into the alpha of the Albedo and place the specular's RGB in the Blue Channel (non-color). This would then be controlled by the metallic map [ by the AO (green channel) and the Smoothness (alpha channel) maps ].

EDIT:
Another Variant for the above P3D v5:
Placing the specular's alpha into the Albedo's alpha and placing the specular's RGB into the Smoothness (alpha channel) of the metallic map. Also, within the metallic map: the blue channel activated only where the reflections are to occur (with pure white) the rest as pure black. The AO (green channel) will still be used to control the reflection.
Thanks for the explanation. Makes sense.

So it is clear that we can have a mix and match of PBR and non-PBR textures in P3D4.4+. What if we have metallic and glass in the same texture sheet?
 
Hello

You can have a PBR (workflow) texture sheet and a Specular (workflow) texture for the same model BUT they can not share the same texture sheet.

For example, a simple hangar can have a PBR texture but the windows within that model will have to be apart or a different texture sheet (separated from the PBR texture).

The glass will need to be remapped (UV unwrapped) so it is placed on a 2nd texture sheet (not on the same PBR or metallic texture sheet).
 
Hello

You can have a PBR (workflow) texture sheet and a Specular (workflow) texture for the same model BUT they can not share the same texture sheet.

For example, a simple hangar can have a PBR texture but the windows within that model will have to be apart or a different texture sheet (separated from the PBR texture).

The glass will need to be remapped (UV unwrapped) so it is placed on a 2nd texture sheet (not on the same PBR or metallic texture sheet).
Thanks for the explanation, Doug.
 
One other question, so if we are getting reflections from specular textures then what are the advantages of PBR metallic textures if they exhibit similar properties?
 
I believe you will have to answer that yourself... but using PBR textures is more realistic, such as the name says, Physical-Based Rendering.
 
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