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Converting Model to PBR w/ RoughMet Maps (Roughness / Metal) - Guide


SkateZilla

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Try this,

Attached are quick pass roughmets w/ shadows moved to A.O. and some general tweaking to Rough/Metal maps.

 

As well as a Livery w/ Description.lua that loads all maps correctly.

ROUGHMET TESTING LIVERY.zip

A-10C RoughMets Part I.zip

A-10C RoughMets Part II.zip

1208031621_ModelViewer2017-11-1012-43-54-83.thumb.jpg.34999b8723ee8ecaa0d2e850b826ce9c.jpg

Screen_171110_130438.thumb.jpg.ecf525d5e308f356e88e44eba0695787.jpg


Edited by SkateZilla

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thanks a lot for your help!...sadly, after trying your lua and your dds files, I still having the same issue :doh:...there is some odd texture swap. Also, when I'm very close to the plane, it seems to look perfect (everything works fine) but as soon as I get a bit further of it, problems start (not the entire plane but the tires and the right wing) so I wonder if you tried to move away from the plane with the roughmet textures.

 

I don't want to make you loose your time so don't worry if you don't know what's going on :thumbup:

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I'm not seeing any issues in Modelviewer toggling the LOD and distance sliders, nor in sim moving camera away and closing FoV/Zoom.

 

Can you make a short video of what your seeing?

 

Possibly a mod or something is conflicting w/ the RoughMets.

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Will check my mods, but I don't have any for the A-10c, also I have running the roughmet for other planes without issues so don't think that's the issue...about a video, well, I have an extremely weak connection and no clue of video recording soft but anyway, it's just that, getting closer to the plane everything looks good, getting farther and the speculars swap (all of them) to the non roughmet ones.

 

thanks !

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  • 1 month later...
  • 1 month later...

Hi, first time poster, long time lurker.

 

I have a question, I've been making skins for various flight sims and got pretty comfortable with the different technologies (alpha, specularity and so on). But outside photoshop I'm a little bit lost, especially in DCS :doh:

 

So here's the thing : I was finishing a skin for the Su-25A when the 2.5 came out, I was really happy and wanted to check the model via the openbeta model viewer and realised that the skin was way to much shinny, like it was bare metal all around the airplane. I made some skins for other airplanes in DCS before that were using specularity, so I tried to find those in an effort to tweak them to make the plane a little bit less bright, only to find that the Su-25 doesn't even have them... Finnally I heard of this new PBR rendrering thing, wich looks quite good, but couldn't for the life of me make it work for the Su-25. I tried everything, including removing the json file only to find the airplane even more shinnier :(

 

Before I continue does the fact that the Su-25 doesn't even have specularity files is the reason I can't get it to PBR ? Or is there a way to do this and I made something wrong ?

930577265_withjson.thumb.jpg.b043efcc9eb09e53a362b0d935cab9bc.jpg

854641697_withoutjson.thumb.jpg.0a6833777c46cd8b5cb44e91cca480fd.jpg

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  • 3 weeks later...
PBR Rendering is Different from SPECULAR.

 

PBR=

RED Channel - Ambient Occlusion

Green Channel - Roughness

Blue Channel - Metallicness

 

SPECULAR =

RED Channel - Flare Intensity

Green Channel - Inverse of Red / Flare Width

Blue - Reflection

 

Hi Skate Zilla,

 

Awesome thread, thaanks! Been out of DCS for about a year and a few things changed since then... I bought the AV-8B a few weeks ago, and as i made my skin, realised there is a new stuff, the RoughMets.... So here i am discovering it.. You post helped a lot. Thing is, i had the bad idea of going 2D/Printing graphic designer :) So i<m stucked with Photoshop as it comes to skin, got no knowledge at all what soever in 3D modeling or texturizing... So my skin are made with PS only.

 

So i droped my Speculars as used to for this Harrier skin and explored RoughMets, achieving more what i wanted... My question is, as not 3D Max user, achieving a goal manualy with playing around channles gets a bit comlicated, are there any huge advantage as ousing 2 files (6 channels) with RoughMte and Spec, or using RoughMet only could do it well... I<m not satisfied with my RoughMet setup and gonna test if using Speculars added to it does way better, as i tend to make my skins complicated... using 2 different reflections on each colo used, EX light grey and Dark Grey as their own reflection, one being more matt than the other, added to this, decals being a bit more shiney/reflectives, and having a sorta meta texture toward this having some reflection, and wethering resulting also more matt on everything above...

 

Long story to ask as manual skinner, would it give a huge better impact using Spec with RoughMets... i'll have to learn if so, to combine the effect of those 6 channels all together... Not to mention i'm still a bit confused about all these effect working together, i guess i'm a hard to learn person hehe

 

 

Thanks for any feedbacks, BTW there's a screenshot of what i so far was able to accomplish.

 

GNsd0Wh.jpg

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Speculars and Roughmets dont work together,

 

If RoughMets are enabled, speculars are ignored.

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Speculars and Roughmets dont work together,

 

If RoughMets are enabled, speculars are ignored.

 

 

Yep, that<s what i found put as trying, was jsut confused as why the Harreir came with Speculars and Roughmets enabled together, though they couldnt complete each other,s but ran some test after posting. :) Test ended up Roughmets generating a better result for what i wanted than Specs, jsut had to fogure out the diference and what channels does what, thanks to you it all made it clear, really appreciated. :)

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Hi Skate - what DCS aircraft are RoughMet activated / enabled please ?

Regards

 

DL available skins here:

https://www.digitalcombatsimulator.com/en/files/?CREATED_BY=Strut

 

 

Pictures of my Skins here: https://imgur.com/a/bOQyQqW

 

[sIGPIC][/sIGPIC]

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Hi, could someone please advise as to how bump maps are applied to the models? i have managed to import a new aircraft model from 3ds with the diffuse and metallic roughness maps which look as they should but when enabling the bump map from within 3ds the whole aircraft is covered in artefacts. Thanks

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Hi, could someone please advise as to how bump maps are applied to the models? i have managed to import a new aircraft model from 3ds with the diffuse and metallic roughness maps which look as they should but when enabling the bump map from within 3ds the whole aircraft is covered in artefacts. Thanks

 

They need to be nVidia SDK Normal Maps..

 

Not Bump Maps

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  • 3 weeks later...

Hello, thank you a lot for this topic.

 

I've started to do some test using PBR into my cockpit, and i have to say, the rendering is awesome !

 

Was just wondering, you said that if the Roughness Metal is enable specular are ignored, however i did a test, i splitted a same piece with different colors into my spec (a Green band, a BLue band, and a Red one), and i see an little effect into the cockpit, even with the PBR files used. So ... is there a way to really ask DCS to stop reading the spec ?


Edited by Pâte

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  • 4 weeks later...
Hello, thank you a lot for this topic.

 

I've started to do some test using PBR into my cockpit, and i have to say, the rendering is awesome !

 

Was just wondering, you said that if the Roughness Metal is enable specular are ignored, however i did a test, i splitted a same piece with different colors into my spec (a Green band, a BLue band, and a Red one), and i see an little effect into the cockpit, even with the PBR files used. So ... is there a way to really ask DCS to stop reading the spec ?

 

If Deferred Shading is Enabled, and RoughMets are loaded/Enabled, then Speculars should be ignored.

 

If Speculars are having an Affect, then the RoughMets are not being loaded.

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  • ED Team

Ok, I've got another question:

 

If the spec texture is ignored when rough met is used, then what exactly am I looking at when I open the diffuse texture? What is it used now for, in PBR terms? Is it albedo now? Base colour? Does it define both diffuse and specular colour at the same time?

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Ok, I've got another question:

 

If the spec texture is ignored when rough met is used, then what exactly am I looking at when I open the diffuse texture? What is it used now for, in PBR terms? Is it albedo now? Base colour? Does it define both diffuse and specular colour at the same time?

 

 

Diffuse:

Base Color

 

RoughMet:

R: Ambient Occlusion

G: RoughNess

B: Metallic

 

Normal:

Remains Normals

 

Example:

In ModelViewer:

 

 

F1 Master Mode (Base Color + + Ambient Occlusion + Roughness + Metallic + Normals:

attachment.php?attachmentid=183113&stc=1&d=1524598053

 

F3 Base Color Mode:

attachment.php?attachmentid=183114&stc=1&d=1524598055

 

F4 Normals Mode:

attachment.php?attachmentid=183115&stc=1&d=1524598055

 

F5 Roughness Mode:

attachment.php?attachmentid=183116&stc=1&d=1524598103

 

F6 Metallic Mode:

attachment.php?attachmentid=183117&stc=1&d=1524598103

 

F9 Ambient Occlusion Mode:

attachment.php?attachmentid=183118&stc=1&d=1524598103

122783405_ModelViewer2018-04-2415-25-03-46.thumb.jpg.1a2f022c4c83f9121823478935d77013.jpg

1780884630_ModelViewer2018-04-2415-25-06-85.thumb.jpg.3311b316f2e2bb09a1888f92703e7654.jpg

1577928190_ModelViewer2018-04-2415-25-09-91.thumb.jpg.2a49c443b619b51fc62602b865b892cd.jpg

1448242134_ModelViewer2018-04-2415-25-50-00.thumb.jpg.b6d225e8e18afdc97d8bec545d68e221.jpg

1230220171_ModelViewer2018-04-2415-25-52-00.thumb.jpg.f0582fb30064232a5ec32a3a2caf7be8.jpg

1557304738_ModelViewer2018-04-2415-26-20-40.thumb.jpg.806a6788ea10e0374b3c9b3710abe6a4.jpg

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

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