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Sometimes some part of models needs to be bounce out and some to be bounce in. So the invert feature can do that.why do you want to invert the normal map?
There looks to be a flip normal Y in the savings options.
Yes, we can do that.Though @MANOCHVARMA RAMAN, you can place the finished metallic & AO maps in their destinated channel slots (Red and Green). Then outside of Materialize, such as GIMP or Photoshop, to place the Smoothness texture into the Alpha Channel. You could place the Smoothness texture in the Blue Channel, then through Photoshop or GIMP move the Smoothness texture out of the Blue channel into the Alpha Channel and Invert or color the Blue channel "Black". The Normal map will need to be converted through the plugins of GIMP or Photoshop (to convert it to a "Bump" map). Of course, you could still go through Imagetool (again, to convert it to a "Bump" map).
That's okSorry, Manochvarm for not mentioning or talking about Materialize through PM,... I was already late for work at the time.
Pyscen said:You can place the finished metallic & AO maps in their designated channel slots (Red and Green). Then outside of Materialize, such as GIMP or Photoshop, to place the Smoothness texture into the Alpha Channel. .
Nice finding!As Pyscen has said its a good starting point to get the required PBR textures from a single image, especially if you're doing it manually. The saved textures could then be post-processed in Photoshop, Gimp, etc for the specific R,G,B,A arrangement which isn't that difficult to do. You'd need to know which normal map it is outputting, P3D uses a Direct3d normal map so if your normal map is inverted (OpenGL normal map) then assume that's what the invert Y axis is for.
Just spend 30 minutes doing this example of a chainlink fence in P3D.
I only used 3dmodeling program, Materialize and photoshop, exporting as DDS through the nvidia .DDS plugin
A downloaded texture was used in materialize to create the Normal, Metallic and Smoothness (with a bit of trial and error). I saved them out and opened them in Photoshop. I created an alpha channel from the Diffuse, then created the Metallic map, metal in the Red channel, Smoothness in the Alpha (I inverted the Smoothness)
View attachment 47792
View attachment 47793
So after Photoshop adjustments I ended up with
Diffuse (albedo) with Alpha channel formatted to DXT3
Metallic with metallic in the Red channel, Green channel made white, blue channel made Black and Smoothness in the Alpha (which I inverted otherwise it didn't look correct) formatted to DXT3
Normal map (bump) as exported from materialize, then moved the Red channel to the Alpha channel and made red channel Black formatted to DXT5
Material setting I set blend mode to translucent
Note: the smoothness in materialize is not the same smoothness as in P3D it is a roughness map not a glossiness map as far as i have tesed so would need inverting in photoshop.
Stevo
Sorry, I’m confused . So, Materialize normal map is already flipped Y? Is it DirectX?Those steps are more from FSX days, if you already have the correct orientated normal map (DirectX), then you don't need to flip the green channel (that is the same as using the flip Y option in materialize). Obviously if you where to flip the Y in materialise then save the Normal map then flip it again in photoshop you'd be back where you started from...lol.
From what i understand if you have say an OpenGL normal map (X-plane uses this) the Y channel (green) is inverted compared to a DirectX normal maps so if you wanted to use them in P3D (DirectX normal map) then you would flip the Y channel. If you already have a DirectX normal map then flipping the Y channel would give you an OpenGL normal so the normal would not show correctly in P3D.
View attachment 47798
I generally just copy the red to the alpha channel and make the red channel black, then have a look in the sim, if it looks incorrect I flip the Y (green) channel.
Stvo
Thanks for the info. Now I got it.Here's my Chainlink test in X-plane also
View attachment 47815
Changes I made for X-plane using the same textures I exported previously from materialize....
X-plane uses Albedo and a Normal map at an objects basic level.
Albedo,
if saved as a .PNG, it needs to have a transparent background when used with an Alpha channel (haven't tried .DDS)
Normal map,
X (Red) and Y (Green) channel is the normal part of the map, I flipped the Y channel (Xplane uses OpenGL and only uses the X and Y channel of the normal map. I read that the Z channel is determined within Xplane at render time)
Blue is Metallic and Alpha is Smoothness
This was the .Obj file.....Areas in red are what was added (If i didn't add the no_blend the alpha channel edge was jagged, Normal_Metalness and GLOBAL_Specular 1.00000 are required to active the PBR.)
I
800
OBJ
TEXTURE Fencetest.png
TEXTURE_NORMAL Fencetest_normal.png
BLEND_GLASS
NORMAL_METALNESS
GLOBAL_no_blend 0.50000
GLOBAL_specular 1.00000
POINT_COUNTS 8 0 0 12
VT 0.00000 -0.00043 2.40000 -1.00000 -0.00000 0.00000 5.01826 -1.90166
VT -0.00000 2.39957 2.40000 -1.00000 -0.00000 0.00000 5.01826 2.94745
VT -0.00000 2.39957 -2.40000 -1.00000 -0.00000 0.00000 -5.02634 2.94745
VT 0.00000 -0.00043 -2.40000 -1.00000 -0.00000 -0.00000 -5.02634 -1.90166
VT 0.00000 -0.00043 2.40000 1.00000 0.00000 0.00000 5.01826 -1.90166
VT -0.00000 2.39957 2.40000 1.00000 0.00000 0.00000 5.01826 2.94745
VT -0.00000 2.39957 -2.40000 1.00000 0.00000 0.00000 -5.02634 2.94745
VT 0.00000 -0.00043 -2.40000 1.00000 0.00000 0.00000 -5.02634 -1.90166
IDX10 2 1 0 0 3 2 4 5 6 6
IDX 7
IDX 4
ATTR_no_blend 0.50000
TRIS 0 12
Stevo
P.S I've just realised this is well off topic from the original purpose of the thread I shall digress....