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PBR material, any tutorial on that?

jtanabodee

Resource contributor
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thailand
Hi,

I am studying about PBR material. I am getting into it. If you have any suggest reading, please tell me the link.
I don't understand about the other maps on PBR material.

Metallic MapMap that determines the metallic nature of the material. The metallic map must also contain a smoothness map and potentially an ambient occlusion map. These need to be packed in the following channels: R = Metallic, G = Occlusion, B = Empty, A = Smoothness.
Normal MapMap that defines the specific surface normals of the material.
Emissive MapMap that defines areas of the textured material that will illuminate. Intensity of the illumination can be adjusted through scripting.
Detail MapMap for close up high-frequency details.

Metalic map: R = Metallic, G = Occlusion, B = Empty, A = Smoothness.. Metallic is quite understandable but Empty? what it is?

However, I think it is quite frustrating if you do the airports for many platforms. The models need to be changed between FSX, P3Dv4 and 5. They need to be quite separated products. What is your opinion about that?
 
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"Empty" means that the sim doesn't try to get any information from the blue channel.

In other words, you can just leave the blue channel pure black.
 
Hello...

My opinion... Well.. it doesn't really matter what my opinion is because it is what it is. The frustration isn't due to the additional channel being used but because of the darker textures within P3D v5. You still can provide a Blue Channel or Specular Reflection meant for P3D v4.5 as you would for P3D v5. Just keep in mind, that within V4.5 it will not be used. The darkening of the textures that occur within P3D v5 is a bigger problem and the bigger reason for the additional setups for the different versions.
 
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