SkateZilla Posted September 26, 2018 Author Share Posted September 26, 2018 Now to find said file and give it a shot, thanks Skate. /DCS World/Bazar/World/Shapres/F-16x.edm.json Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs Link to comment Share on other sites More sharing options...
sparkchaser2010 Posted September 26, 2018 Share Posted September 26, 2018 of course :doh: Thanks Skate ASUS TUF GAMING X670E with AMD RYZEN 5 7600X, 64GB DDR4, ASUS TUF GAMING 4080 Pico 4, Thrustmaster Warthog HOTAS Formally Known As: wpnssgt (google it ) Link to comment Share on other sites More sharing options...
Wrench Posted October 7, 2018 Share Posted October 7, 2018 How do you get the cokcpit to use roughmet? I've been on this for a few hours and can't get the model viewer or the sim to load anything but the default specs. (bf109) I've gone over the description.lua about a million times to make sure everything is right. Carrier Script. Link to comment Share on other sites More sharing options...
kingbrown305 Posted October 18, 2018 Share Posted October 18, 2018 This is the Second of 3 Updated Posts I will Add Into this thread, One for Each Channel and How to Create and Edit the Textures for those Channels. Next Up is the GREEN Channel, Which is the Roughness / Microsurface Map. GREEN = ROUGHNESS / SMOOTHNESS aka MicroSurface ( BLACK = SMOOTH, WHITE = ROUGH) -- Smooth results in Less Light Scattering / diffusion and a More Polished Look, Sharper Reflections -- Rough results in more Light Scattering / diffusion and a more Matte Look, Blurrier Reflections Here's some basic Materials, Please note, the M (Microsurface) Values for these Materials are Inverted (ie WHITE = SMOOTH), so when using them, one must invert the color for the Microsurface Value. Unlike Ambient Occlusion, Creating a Roughness map does not Involve using 3D Studio Max, Everything can be done from Photoshop or other Imaging Suites. The Quickest and Easiest way to do basic Roughness Maps is to create Layers and Overlays for Each material type, For Example: - 1 Layer for Brushed / Bare Metal, - 1 Layer for Rubber, - 1 Layer for Painted Metal, - 1 Layer for Glass With Those Layers Created, You can Use the Diffuse Layer as a background, and paint over the parts one material type at a time. It will Also be easier to create the Metallic map as well, as once you create the material overlays for the Roughness Map, you can group them, clone them and use them for metallic map, and adjust the Output values using color overlay. For Me, for Creating the basic composite material surface w/ noise and smooth/rough spots, I used the existing green Channel of my Specular, Inverted it and Applied custom curves to get the colors within range for the Material. For Example Before: After: Once you have your Roughness map is completed Goto Channels, Select the Green Channel, Select All, Copy Merged, and Paste into the GREEN Channel of your RoughMet DDS File: Once Finished, the End Result should be something Like this: Is there an video out for this section? This is the section I am currently stuck on. Thanks Link to comment Share on other sites More sharing options...
kingbrown305 Posted October 22, 2018 Share Posted October 22, 2018 I am patiently waiting for this tutorial video! Link to comment Share on other sites More sharing options...
Maverick87Shaka Posted February 4, 2019 Share Posted February 4, 2019 (edited) I've a really basic 3d knowledge, less on how models/shader works here on DCS. Without using the liveries with description.lua, how to create the PBR material directly on 3ds max with the ROUGHMET Channel 13? It's possible? EDIT: it's enough to create the <basemapname>_RoughMet.DDS into the .zip? that's all? Thanks Edited February 4, 2019 by Maverick87Shaka FlighRIG => CPU: RyZen 5900x | RAM: 64GB Corsair 3000Mhz | GPU: nVIDIA RTX 4090 FE | OS Storage: SSD NVMe Samsung 850 Pro 512GB, DCS Storage: SSD NVMe Sabrent 1TB | Device: Multipurpose-UFC, VirPil T-50, TM WARTHOG Throttle, TrackHat, MFD Cougar with screen. Our Servers => [ITA] Banshee | Krasnodar - PvE | PersianConquest PvE Live Map&Stats | Syria Liberation PvE Conquest Support us on twitch subscribing with amazon prime account linked, it's free! Link to comment Share on other sites More sharing options...
Automan Posted February 4, 2019 Share Posted February 4, 2019 I've a really basic 3d knowledge, less on how models/shader works here on DCS. Without using the liveries with description.lua, how to create the PBR material directly on 3ds max with the ROUGHMET Channel 13? It's possible? Thanks. Yes, I think can be done, but I never tried personally BTW, I've analyzed the materials.lua of the plugin, and should be the layer 2 of composite material for specular level. In the slate material editor, after you have assigned a standard material for the object to export, click & drag from the Specular Level in a blank space of the mat editor: a menu will appear, choose General>Composite, layer 1 is for specular (unused if you put the roughmet, so leave it empty), add a new layer (then will be layer 2), select None and choose your roughmet texture. ACER Predator Orion 9000: W10H | Intel i9-7900X OC@4.5Ghz | 8x16GB Crucial Ballistix Sport | Sapphire GTX1080TI | Intel 900P 480GB | Intel 600P 256GB | HP EX950 1TB | Seagate Firecuda 2TB ACER Predator XB281HK: 28" TN G-SYNC 4K@60hz ThrustMaster Warthog Hotas, TPR, MFD Cougar Pack, HP Reverb Pro Link to comment Share on other sites More sharing options...
Kolyma Posted March 13, 2019 Share Posted March 13, 2019 Thanks for this thread. I'm just now coming up to speed on the PBR changes from the more simple diffuse/specular maps. The start of this thread was succinct and easy to follow. Much appreciated Link to comment Share on other sites More sharing options...
Zaku Posted June 5, 2019 Share Posted June 5, 2019 I'm trying to force the KC-135, Hawk, and A-4 mod to read roughmets, but I can't quite figure it out. Can anyone help? Let's say I'm working with this Hawk texture: {"hawk-aft", 0 ,"hawk_aft_vt7",false}; Should the roughmet be hawk-aft_RoughMet because of the map or hawk_aft_vt7_RoughMet because of the texture being used? Can it be in the livery folder because it's associated with a false diffuse map? And should I change anything about the specular map assigned under {"hawk-aft", 2? Link to comment Share on other sites More sharing options...
razzaz1978 Posted October 9, 2019 Share Posted October 9, 2019 did you made the Youtube vedio cause i'm trying to do the new F-16 and i can't really get it .. i mean the roughMet. thanx Link to comment Share on other sites More sharing options...
Zaku Posted October 18, 2019 Share Posted October 18, 2019 This can really breathe a lot of life into old models. 1 Link to comment Share on other sites More sharing options...
Santus Posted April 4, 2020 Share Posted April 4, 2020 Thank you Skate. Once more, your efforts drive an entire community. I for one wouldn't be able to wrap my head around this without your help - Livery Catalog - Youtube channel Link to comment Share on other sites More sharing options...
snowbird2 Posted August 24, 2020 Share Posted August 24, 2020 I am struggling to get the correct Substance Painter export setting for DCS. Would someone mind posting a pic of their setting on this export screen? It is killing me. Link to comment Share on other sites More sharing options...
ESA_Falke Posted December 6, 2020 Share Posted December 6, 2020 it's a shame that the main post is corrupted with the design forum change... Link to comment Share on other sites More sharing options...
whisky.actual Posted December 12, 2020 Share Posted December 12, 2020 @SkateZilla is it possible to ask ED to fix the original post or maybe this tutorial is also on a wiki somewhere? Thanks! Link to comment Share on other sites More sharing options...
SkateZilla Posted December 12, 2020 Author Share Posted December 12, 2020 I'm currently traveling for holiday, Once I get some free time I'll go through and edit the posts and move images and clean up formatting. 1 Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs Link to comment Share on other sites More sharing options...
Stratos Posted December 13, 2020 Share Posted December 13, 2020 On 12/12/2020 at 4:14 PM, SkateZilla said: I'm currently traveling for holiday, Lucky you! Enjoy the well deserved holidays. I don't understand anything in russian except Davai Davai! Link to comment Share on other sites More sharing options...
SkateZilla Posted December 16, 2020 Author Share Posted December 16, 2020 On 12/13/2020 at 2:51 PM, Stratos said: Lucky you! Enjoy the well deserved holidays. Traveling for Job, and Traveling is not safe, lol. Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs Link to comment Share on other sites More sharing options...
Stratos Posted December 16, 2020 Share Posted December 16, 2020 11 hours ago, SkateZilla said: Traveling for Job, and Traveling is not safe, lol. Oooops, sorry. I don't understand anything in russian except Davai Davai! Link to comment Share on other sites More sharing options...
fl0w Posted January 12, 2021 Share Posted January 12, 2021 (edited) Spoiler Hey guys! Due to the recent ED forum engine change, the table has lost its original formatting. Because of this, I spent a small amount of my time to re-format it here. Happy painting! MAP SLOT NAME CHANNEL PURPOSE / FUNCTION DIFFUSE 0 BASE COLOR NORMAL 1 Normals/Depth and Depth Affects (ie Rain/Scratchs on Glass) SPECULAR 2 Surface Properties for Surface Flare Intensity, Width and Reflection (Replaced by RoughMet Map w/ DCS 2.5) DECAL 3 Decal Layer, a opacity layer for adding Decals w/ out changing the base color layer. DIRT 4 Layer used for Dirty Build Up on an Object DAMAGE 5 Layer Used for Procedural Damage Volumetric (Small Scuffs -> Bullet Holes -> Large Holes -> Removed Surfaces) PUDDLES 6 Used to Place Water/Puddles on Surfaces (Puddles on Runways etc) SNOW 7 Used to Place Snow on Surfaces (Snow on Buildings/Bunkers/Runways etc) SELF_ILLUMINATION 8 Used to Make a Texture Self Illuminated (Diffuse = Color, Alpha = Strength) AMBIENT_OCCLUSION 9 Used to Place Ambient Occlusions on Models (Replaced w/ RoughMet Map w/ DCS 2.5) DAMAGE 10 Used to Place Damage Diffuse Color (Appearance of Dirt/Burn Marks around Damage) <UNKNOWN> 11 <UNKNOWN> 12 ROUGHMET 13 Used for Surface Properties, (Ambient Occlusion, Microsurface, Reflectivity) OPACITY 14 Used for Surface Opacity (Mainly for Glass) Edited January 12, 2021 by Sirius 4 4 Link to comment Share on other sites More sharing options...
Naijel74 Posted November 22, 2021 Share Posted November 22, 2021 (edited) @SkateZilla, with the Opacity/14 channel, how does the renderer handle that? Does the model need to be flagged as allowing that to be used on a part before it will actually render things transparent? A few of us on the DCS: Livery Art Group Discord have experimented with trying to use alpha channels to hide the extra antenna bumps on the C model Hornet to more closely represent an F/A-18A or A+ but without luck. Tried adding a .lua entry for channel OPACITY in slot 1. Cut those areas out in both the diffuse and roughmet textures but it renders black rather than transparent. I was hoping it would render the bump transparent so we could see the base fuselage part underneath since the bump is a separate part of the model with its own part of the texture. Edited November 28, 2021 by Naijel74 Link to comment Share on other sites More sharing options...
SkateZilla Posted November 29, 2021 Author Share Posted November 29, 2021 On 11/21/2021 at 11:47 PM, Naijel74 said: @SkateZilla, with the Opacity/14 channel, how does the renderer handle that? Does the model need to be flagged as allowing that to be used on a part before it will actually render things transparent? A few of us on the DCS: Livery Art Group Discord have experimented with trying to use alpha channels to hide the extra antenna bumps on the C model Hornet to more closely represent an F/A-18A or A+ but without luck. Tried adding a .lua entry for channel OPACITY in slot 1. Cut those areas out in both the diffuse and roughmet textures but it renders black rather than transparent. I was hoping it would render the bump transparent so we could see the base fuselage part underneath since the bump is a separate part of the model with its own part of the texture. You cant force a texture onto a material that did not have that texture slot already enabled and assigned in 3DS Max. Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2), ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9) 3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs Link to comment Share on other sites More sharing options...
Naijel74 Posted December 4, 2021 Share Posted December 4, 2021 On 11/30/2021 at 9:10 AM, SkateZilla said: You cant force a texture onto a material that did not have that texture slot already enabled and assigned in 3DS Max. Ok. Thought that was going to be the answer. Thanks @SkateZilla It would be nice to get an update where all of those extra bumps have an opacity texture enabled and assigned in 3DS Max. Unlikely I know. Obviously the whole plane should not have it enabled or people would try making Wonder Woman's invisible jet. Link to comment Share on other sites More sharing options...
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