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HEY Guys and Girls 
I've developed a quick and dirty little tool (C# .Net w32), it makes the texture/modeling life easier
1st feature: Convert Normal Maps (valid for both, Std. Diffuse Textures & PBR Textures):
You might know,
when using Industry-Standard-Normal-Maps for Prepar3D, you need to change the color channel mapping. Otherwise, you won't get the proper result (basically, the z-axis will be missing and your HQ-3D Normal map will act like a 2D Bumpmap). The tool will do that for you. (RED channel to Alpha, zero out red, green and blue untouched).
>> Click the button, select your file, and WAIT!!! (program will look unresponsive, a 4096x4096 texture can take more than a minute).
2nd feature: Combine the 3 source maps into the METALLIC texture for PBR):
per SDK: PBR Metallic maps have to include also a smoothness (also called roughness map, are the SAME) and can also include a Ambient Occlusion Map.. All needs to be fitted in the correct channels.
R=Metallic, G=Ambient Occlusion, B=unused (i zero it out), A=Smoothness. It's possible to have NO metallic map, just as a note.. Will be 100% non-metallic..
Source Maps are only gray scale per definition, as well as they won't fit in one color channel if colored
. BUT to ensure this, i gray-scale all source maps.. changes nothing if already gray, but if colored, i make a gray one for you before writing the pixel.. THIS DOESN'T MEAN that you can input everything and the output will be PBR
but you can play around and look what will come out 
I developed the 2nd feature running as ASYNC thread, so unlike the 1st, program keeps responding and you get the current pixel as status..
usage: Add your maps and hit RUN
NOTES for both features: SOURCE files cannot be a DDS!! But other formats are allowed, like tif, bmp, jpg, png... No error message, if the application crashes with "memory error" than > wrong format)
- OUTPUT will be written into the source texture folder (bmp with alpha channel)
- I try to convert it into DDS (DXT5, mip, flipped vertically), but i don't know yet why, it doesn't work with every image.... For all my textures it works fine, when a try to take random jpg, it won't..
So, i do not delete the intermediate bmp. Naming will be like this (i simply add a suffix):
Asphalt10_2x2_1K_normal.tif_normalConverted.Bmp.dds
CliffLayered_4K_albedo.tif_metalmaps_combined.bmp
!! WAIT !! while showing "please wait"!!! 4096x4096 can take.. as well as the dds conversion also will take some seconds, like usually
I've developed a quick and dirty little tool (C# .Net w32), it makes the texture/modeling life easier
1st feature: Convert Normal Maps (valid for both, Std. Diffuse Textures & PBR Textures):
You might know,
when using Industry-Standard-Normal-Maps for Prepar3D, you need to change the color channel mapping. Otherwise, you won't get the proper result (basically, the z-axis will be missing and your HQ-3D Normal map will act like a 2D Bumpmap). The tool will do that for you. (RED channel to Alpha, zero out red, green and blue untouched).
>> Click the button, select your file, and WAIT!!! (program will look unresponsive, a 4096x4096 texture can take more than a minute).
2nd feature: Combine the 3 source maps into the METALLIC texture for PBR):
per SDK: PBR Metallic maps have to include also a smoothness (also called roughness map, are the SAME) and can also include a Ambient Occlusion Map.. All needs to be fitted in the correct channels.
R=Metallic, G=Ambient Occlusion, B=unused (i zero it out), A=Smoothness. It's possible to have NO metallic map, just as a note.. Will be 100% non-metallic..
Source Maps are only gray scale per definition, as well as they won't fit in one color channel if colored
I developed the 2nd feature running as ASYNC thread, so unlike the 1st, program keeps responding and you get the current pixel as status..
usage: Add your maps and hit RUN
NOTES for both features: SOURCE files cannot be a DDS!! But other formats are allowed, like tif, bmp, jpg, png... No error message, if the application crashes with "memory error" than > wrong format)
- OUTPUT will be written into the source texture folder (bmp with alpha channel)
- I try to convert it into DDS (DXT5, mip, flipped vertically), but i don't know yet why, it doesn't work with every image.... For all my textures it works fine, when a try to take random jpg, it won't..
So, i do not delete the intermediate bmp. Naming will be like this (i simply add a suffix):
Asphalt10_2x2_1K_normal.tif_normalConverted.Bmp.dds
CliffLayered_4K_albedo.tif_metalmaps_combined.bmp
!! WAIT !! while showing "please wait"!!! 4096x4096 can take.. as well as the dds conversion also will take some seconds, like usually