Materials (PBR, Specular, Normal maps)

Forum rules
Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: Materials (PBR, Specular, Normal maps)

Re: Materials (PBR, Specular, Normal maps)

by furyweb » Tue Oct 29, 2019 1:46 pm

Cheers fella for that, but I meant actual specular/glossiness pbr not just specular/normal. I wanted to control the glossiness through textures and not just a number.

Re: Materials (PBR, Specular, Normal maps)

by Indecom » Tue Oct 29, 2019 1:40 pm

specular glossiness workflow already exists, just read through the first page of this thread for information on how to use spec and normals instead.

Re: Materials (PBR, Specular, Normal maps)

by furyweb » Tue Oct 29, 2019 12:36 pm

Is it possible to change the metallic and roughness to specular/glossiness pbr work flow?

Re: Materials (PBR, Specular, Normal maps)

by Gato303 » Tue Jan 08, 2019 10:47 am

GIMP also has a filter for creating normal maps, it can has its flaws too, but is also helpful if you need some quick nomal map for your projects.

Go to: Filters> Map> Normalmap

Re: Materials (PBR, Specular, Normal maps)

by Gato303 » Tue Jan 08, 2019 10:34 am

Gato303 wrote:
Here is a demo for those interested.
Forgive my ignorance in the subject, but how do I load the demo file? is it loaded with the suffix "-file" the same way when you load mods?

I loaded the map "demo" but only the room with the floating light appears to have some PBR effects only on the floor and the sword's material shows pretty flat.

Using GZDoom G3.6.0 from the DRD Team on Linux Xubuntu, thank you
Never mind, I found out my "problem", the PBR materials are "invisible" unless you use a dynamic light on them. Loaded a mod that included a flashlight and whoa! There they were <3

Re: Materials (PBR, Specular, Normal maps)

by franksouza183 » Sun Nov 18, 2018 4:45 pm

dpJudas, can you make your parallax heightmap shader compatible with brightmaps?

Re: Materials (PBR, Specular, Normal maps)

by Gato303 » Sun Nov 11, 2018 9:54 pm

Here is a demo for those interested.
Forgive my ignorance in the subject, but how do I load the demo file? is it loaded with the suffix "-file" the same way when you load mods?

I loaded the map "demo" but only the room with the floating light appears to have some PBR effects only on the floor and the sword's material shows pretty flat.

Using GZDoom G3.6.0 from the DRD Team on Linux Xubuntu, thank you

Re: Materials (PBR, Specular, Normal maps)

by neoworm » Sun Nov 04, 2018 2:39 pm

I was playing with http://www.boundingboxsoftware.com/mate ... /index.php and tried to create pbr versions of some HeXen textures. But I have troubles with setting the various maps to replace the stock textures in HeXen. Would someone help me to setup the GLDEFS so it shows ingame?

Re: Materials (PBR, Specular, Normal maps)

by Guest » Wed Oct 17, 2018 7:14 pm

How difficult would it be to optionally add the ability to warp a material (diffuse+normal+specular or pdr)? I suck at GLSL but am thinking of of making an attempt at it. I'm thinking it's probably not as simple as frankensteining these shaders from gzdoom.pk3 together:

func_spec.fp
func_pbr.fp
func_warp1.fp

Re: Materials (PBR, Specular, Normal maps)

by Nash » Mon Oct 01, 2018 2:27 pm

How to do proper normal maps (tl;dr do them by hand, or a combination of modelling and by hand):

Re: Materials (PBR, Specular, Normal maps)

by Reinchard2 » Mon Oct 01, 2018 1:49 pm

Don't use any filtered/auto-generated normal maps. That kind of software produce normal maps form pixel brightness and it's totally incorrect way. They are useful in some cases, but if you want to make normals in correct way, first you need to create some 3d model based on specific part of texture or draw normals by hand which can be difficult. https://www.youtube.com/watch?v=6_-NNKc4lrk

Re: Materials (PBR, Specular, Normal maps)

by enderandrew » Mon Oct 01, 2018 12:18 pm

I used Nvidia's Photoshop Plugin to generate the normal maps, but I'm noticing that normal maps generated with other tools are coming out completely differently. So I may recreate all the normal maps.

Nothing appears raised or elevated in game when I'm testing these.

Re: Materials (PBR, Specular, Normal maps)

by Reinchard2 » Mon Oct 01, 2018 11:28 am

You're the guy that make normals/specs/heightmaps for Hoover1974 pack, right? If so, I hate to say it, but I look at some of your normals and heightmaps and I see that you made it in incorrect way. In normals you must be carrefull with your Red/Green channels - green channel decides which part of Y "offset" illusion is bump, and red decides of "X" "offset" illusion. In heightmaps darker areas are deeper, and areas near white are close to the camera (in case of GZDoom shader this is actually flip, but the rule is the same). I'll show you an example:
It's normal map for my star texture:
https://imgur.com/iMy0pYf
Notice that yopu can clearly see the light direction - lighten areas from green channel are on top of bumped parts and dark are at the bottom.
And here is correct heightmap:
https://imgur.com/Be7EpKK

Re: Materials (PBR, Specular, Normal maps)

by enderandrew » Sat Sep 29, 2018 11:41 pm

When I attempt to use the parallax shader, this is the effect I'm seeing.

https://imgur.com/a/dguegO7

Re: Materials (PBR, Specular, Normal maps)

by dpJudas » Mon Sep 10, 2018 4:50 am

Hmm, must be some bug in the implementation in GZDoom. I didn't implement this custom texture feature myself - maybe it was only ever tested with one texture.

Top