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.
[2.1] Texture maps - metallic workflow
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Re: [2.1] Texture maps - metallic workflow
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.
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.
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Re: [2.1] Texture maps - metallic workflow
Great. Thanks for the feedback. It is good to know what the expected format is to try and get best results.