jtanabodee
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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.
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?
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 Map | Map 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 Map | Map that defines the specific surface normals of the material. |
| Emissive Map | Map that defines areas of the textured material that will illuminate. Intensity of the illumination can be adjusted through scripting. |
| Detail Map | Map 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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