davide445 Posted March 24, 2019 Share Posted March 24, 2019 (edited) Want to test some of the Megascans materials, downloading them using the metalness workflow it's clear where to import albedo and normal textures, wanted some suggestion how to prepare the shader material, i. E. the "rustic metal mesh" material. Edited August 1, 2019 by davide445 Link to comment
silent Posted March 25, 2019 Share Posted March 25, 2019 Hi Davide, Shading texture is a combination of following layers: The R channel stores a metalness texture. The G channel stores a roughness texture. The B channel stores a specular texture. The A channel stores a microfiber texture. So you need to create a final texture in this format somehow (maybe prepare in 3rd party tool first). https://developer.unigine.com/en/docs/2.7.3/content/materials/library/mesh_base/#texture_shading Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
davide445 Posted August 1, 2019 Author Share Posted August 1, 2019 Just to say it's easy done in ShaderMap Pro (of course Qixel Mixer and Substance Designer are more capable, but this sw is a little easy to use gem in my opinion) Link to comment
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