Replacing IWAD textures with PBR versions

Ask about editing graphics, sounds, models, music, etc here!
Shaders (GLSL) and SNDINFO questions also go here!
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.

Replacing IWAD textures with PBR versions

Postby neoworm » Tue Nov 06, 2018 5:39 pm

Using Materialize I generated normal, AO and some other PBR material maps for stock HeXen textures with suprisingly good results (at least from the preview). And I would like to make a replacement mod that just swaps the stock textures with the generated PBR ones. But I cannot force GZDooM to show them ingame. I tried naming them in GLDEFS both as raw textures (W_001, W_002 etc.) and their TEXTURES names (CAVE1, CAVE2 etc.) but ingame it still shows normal textures. Where am I making mistake?

Image
Image
Image
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic

Re: Replacing IWAD textures with PBR versions

Postby Talon1024 » Tue Nov 06, 2018 10:54 pm

First of all, which PBR textures did you generate? Secondly, have you shined any lights on them to verify that they are indeed non-PBR textures?

PBR textures for GZDoom require:
  • Metalness
  • Roughness
  • Ambient occlusion
  • Normal map
If any one of these are missing, GZDoom won't use PBR.

Also, maybe check your GLDefs to ensure you're using the right keywords to point to each material.
Talon1024
 
 
 
Joined: 27 Jun 2016

Re: Replacing IWAD textures with PBR versions

Postby neoworm » Wed Nov 07, 2018 5:42 pm

I use following code in GLDEFS:
Code: Select allExpand view
material texture W_001
{
   normal normal\W_001_normal.png
   metallic metal\W_001_metallic.png
   roughness rough\W_001_smoothness.png
   ao ao\W_001_ao.png
   glossiness 10
}


I have all the textures at right paths now I think. Previously I was missing "patches" folder and had the diffuse textures right in the root of PK3 and it didn't even showed them ingame. Right now it only shows the modified diffuse texture with removed shadows and doesn't react to dynamic lights at all.

I tried to make a map and use the texture under some different name but GZDooM builder gives me IO error when saving every time.
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic

Re: Replacing IWAD textures with PBR versions

Postby Nash » Wed Nov 07, 2018 6:22 pm

Try enclosing texture path names with ", for example

Code: Select allExpand view
normal "normal\W_001_normal.png"


Also, glossiness is only used for specularity workflow (diffuse/specular/normal). For PBR workflow, glossiness (and specularlevel) doesn't do anything.

I generally advise against using PBR for the time being as its implementation is incomplete. PBR requires reflection probes to work as intended, which GZDoom doesn't implement yet. For now, I'd recommend sticking to specular workflow.
User avatar
Nash
Nash Muhandes
 
 
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Re: Replacing IWAD textures with PBR versions

Postby neoworm » Thu Nov 08, 2018 5:14 am

I will try that, thanks.
I wanted to try what it can do and test Materialize. And glossiness I got from the PBR tutorial thread, where it is in the example.
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic

Re: Replacing IWAD textures with PBR versions

Postby neoworm » Thu Nov 08, 2018 6:53 pm

It didn't help, Could somebody create for me a mod with working replacement for stock HeXen texture which I could use as a base?
User avatar
neoworm
 
Joined: 23 Sep 2005
Location: Czech Republic


Return to Assets

Who is online

Users browsing this forum: No registered users and 1 guest