[2.1] Texture maps - metallic workflow

Problems building or running the engine, queries about how to use features etc.
Post Reply
Slicky
Bronze Sponsor
Bronze Sponsor
Posts: 537
Joined: Mon Apr 14, 2003 11:48 pm
Location: Was LA now France
x 12

[2.1] Texture maps - metallic workflow

Post by Slicky » Sun Oct 21, 2018 1:17 pm

Using a metallic workflow I'm trying to make sure I understand the required texture formats. Here is a list:

PBSM_METALLIC - grayscale
PBSM_ROUGHNESS - grayscale
PBSM_NORMAL - Tangent-space normal maps - RGB but generally light blue
PBSM_EMISSIVE - RGB I assume?
PBSM_DIFFUSE - base colour/albedo - RGB
AMBIENT OCCLUSION - not supported by Ogre yet

Are these correct?

There are others in the datablock header but I have to research how they are normally used.
0 x

User avatar
dark_sylinc
OGRE Team Member
OGRE Team Member
Posts: 3998
Joined: Sat Jul 21, 2007 4:55 pm
Location: Buenos Aires, Argentina
x 192
Contact:

Re: [2.1] Texture maps - metallic workflow

Post by dark_sylinc » Sun Oct 21, 2018 3:40 pm

Hi.

You got them right. I'll add some comments:

PBSM_METALLIC - grayscale. Yes. BC4 compression is suggested.
PBSM_ROUGHNESS - grayscale. Yes. BC4 compression is suggested.
PBSM_NORMAL - Tangent-space normal maps - RGB but generally light blue. Actually it's RG8_SNORM (SNORM = signed normalized). The Blue channel is ignored, as it is derived mathematically. Ogre converts your RGB textures automatically to RG8_SNORM. If you're using DDS file format, it is called U8V8 format (so that you cut some loading time by avoiding the conversion step). BC5 compression is strongly recommended.
0 x

Slicky
Bronze Sponsor
Bronze Sponsor
Posts: 537
Joined: Mon Apr 14, 2003 11:48 pm
Location: Was LA now France
x 12

Re: [2.1] Texture maps - metallic workflow

Post by Slicky » Sun Oct 21, 2018 4:26 pm

Great. Thanks for the feedback. It is good to know what the expected format is to try and get best results.
0 x

Post Reply