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


SkateZilla

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Yes, it can be livery specific.

...Am I not supposed to know how?:huh: How do I make it livery specific? What's the process? What do I write in the description.lua?

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  • 2 weeks later...

Skate, you said "RoughMet is more Realistic, via 3 Map Channels, and they can all be edited per pixel"

 

I wonder if you could explain a bit both statements please, why is it more realistic and what means exactly "per pixel"?...thanks a lot!!:)

 

EDIT: Skate, I want to ask you another issue I'm having right now...to make some testing with the roughmet tech, I created a folder with a skin and named it with a different name to any other skin for the su27...it works perfectly inside DCS but for some reason this skin doesn't show up in the modelviewer no matter what...it's located in Bazar \ Liveries \ su-27 but even tried other ways to create liveries folder in other locations and can't manage to make it show in the model viewer...what am I doing wrong??


Edited by watermanpc

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Skate, you said "RoughMet is more Realistic, via 3 Map Channels, and they can all be edited per pixel"

 

I wonder if you could explain a bit both statements please, why is it more realistic and what means exactly "per pixel"?...thanks a lot!!:)

 

EDIT: Skate, I want to ask you another issue I'm having right now...to make some testing with the roughmet tech, I created a folder with a skin and named it with a different name to any other skin for the su27...it works perfectly inside DCS but for some reason this skin doesn't show up in the modelviewer no matter what...it's located in Bazar \ Liveries \ su-27 but even tried other ways to create liveries folder in other locations and can't manage to make it show in the model viewer...what am I doing wrong??

 

Regarding the first question, if I’m understanding correctly; the roughmet workflow has dedicated, independent channels for the PBR material properties where as the specular workflow converts the specular map channels contrast to create metalness/roughness properties. The spec workflow isn’t precise and the results are hard to predict.

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Regarding the first question, if I’m understanding correctly; the roughmet workflow has dedicated, independent channels for the PBR material properties where as the specular workflow converts the specular map channels contrast to create metalness/roughness properties. The spec workflow isn’t precise and the results are hard to predict.

 

This....

 

Plus Many Model parameters are set in 3DS Max for Specular Maps, and are Locked at those Values.

 

RoughMet's Over-ride those values, and are controllable per pixel, where as the 3ds max Set values are global per material.

 

 

PBR Work Flow is Set, and Standardized, across the entire graphics industry, you can use dDo, and several other PBR Based Graphics Suites to create very precise and perfect roughmet maps for DCS, EASILY.

 

Spec Conversion via JSON will have varied affect due to the contrast and output value settings used to convert the SPEC to PBR Input, and it changes from Model to model, and Material to Material which can be VERY time consuming to have to adjust your workflow.


Edited by SkateZilla

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I plan to Expand the 1st Post guide when I get around to doing the detailed RoughMets for the Super Bug, or I'll do the guide when I do the Su-30 RoughMets, I havent Decided yet.

 

I was going to do it w/ the Super Hornet, and do a Video, to demonstrate/show live and in motion how the changing JSON Values affect the Specular outputs on DCSW 2.1+.

 

In said Video I will also show 3D Modellers how to Render an AO Map to use in the PBR AO Channel.


Edited by SkateZilla

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Added Ambient Occlusion Rendering Guide to beginning of thread,

 

Green (Roughness), and Blue (Metallic) to follow.

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thanks for all the knowledge sharing....

but for me all that stuff seems a big step above the old way to tweak liveries... but if it's not 3dsmax dependant it's quite better.

 

can't easily anderstand how to do my perfect 4k spit livery for 2.1

 

the first priority for me is to switch off the blue mask on livery texture when sky is full cloudy on a 12oclock summer day.

second priority is to work to an alternativ cockpit texture actually way too washed.

 

does anyone can give me some tips on this two : spec or Pbr way ?


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  • 2 weeks later...

I am working on the material for the RoughNess and Metallic Channels, I haven't forgot.

 

But for a Rough Example,

 

I have 2 Images, of 2 Different RoughMets applied to the Nose Area.

 

First One is w/ the Generic Roughness Maps Generated by Converting Speculars from the JSON File, (Previously Called "Tweaked Composite")

Notice the Shocks are barely reflective, Rubber is overly Reflective, entire nose fuselage is too reflective for composite material, and there is no real visual difference in the areas that are supposed to be cleaned for decals.

attachment.php?attachmentid=171512&stc=1&d=1509651355

 

The Next one, the Base Roughness for the Composite Surface has been adjusted, as well as the roughness for things like Painted Metal, Brushed/Polished Metal (Shocks), Rubber (Tires), Glass (Displays, Cockpit Mirrors etc), as Well as areas around the canopy that have been sanded / cleaned for decals being smoother.

attachment.php?attachmentid=171513&stc=1&d=1509651421

375789798_ModelViewer2017-11-0215-24-16-44.thumb.jpg.f3a9501a9f356c28dc8b02b07f2f0160.jpg

773146251_ModelViewer2017-11-0215-21-52-57.thumb.jpg.ef81bfb8de23dcd366ad49aa50794a37.jpg


Edited by SkateZilla

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More Comparison Shots:

November 2017:

-Comparison Images

-Default Speculars Converted to 2.1 via JSON on Top

-Unique Ambient Occlusion / Roughness / Metallic Maps On Bottom

 

** A.O./Roughness/Metallic Maps are Early WIP

F-18E_COMPARE_001.thumb.jpg.592685e465340da46f951bbc5ed6cf31.jpg

F-18E_COMPARE_002.thumb.jpg.39c862788e595c14201da2bd5b0f5112.jpg

F-18E_COMPARE_003.thumb.jpg.2e6bfa637d5c1bed2b30c5c85c21079a.jpg

F-18E_COMPARE_004.thumb.jpg.6488f742469d24d6c0be096d65e73f01.jpg

F-18E_COMPARE_005.thumb.jpg.6557760bd044a0e91ef2a1ff662b1504.jpg

F-18E_COMPARE_006.thumb.jpg.b24f896da454d41ac55918e9636f6a5a.jpg

F-18E_COMPARE_007.thumb.jpg.da19bd76b5326a1aab98daacb9eb1306.jpg

F-18E_COMPARE_008.thumb.jpg.7b452865645d143eeed965e92c14b396.jpg

F-18E_COMPARE_009.thumb.jpg.95bca401c941aaf94e3520924e261a12.jpg

F-18E_COMPARE_010.thumb.jpg.2856d49cede3786aa1aacac3802568b2.jpg

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skate, thanks for your help, nice post explaining things but I have a doubt...I have tried enabling roughmet for the A-10C by using its own spec files but renamed with the roughmet label inside its textures zip file...also edited the description.lua file of one of the main skins (I think correctly) but for some reason, the roughmet system doesn't seem to activate for the A-10C (no effect in the speculars at all)...is there any reason for this?, maybe it must be done something inside 3ds??

 

 

thanks!

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skate, thanks for your help, nice post explaining things but I have a doubt...I have tried enabling roughmet for the A-10C by using its own spec files but renamed with the roughmet label inside its textures zip file...also edited the description.lua file of one of the main skins (I think correctly) but for some reason, the roughmet system doesn't seem to activate for the A-10C (no effect in the speculars at all)...is there any reason for this?, maybe it must be done something inside 3ds??

 

 

thanks!

 

fro the A-10C, the Model loads w/ the 74th textures by default,

 

so:

extract the default Specular files (should be 12), to bazar/world/textures/a-10/ and rename to:

a-10c_74th fs_1-a_RoughMet.dds

a-10c_74th fs_1-b_RoughMet.dds

a-10c_74th fs_1-c_RoughMet.dds

a-10c_74th fs_1-d_RoughMet.dds

a-10c_74th fs_1-e_RoughMet.dds

a-10c_74th fs_1-f_RoughMet.dds

a-10c_74th fs_1-g_RoughMet.dds

a-10c_74th fs_1-h_RoughMet.dds

a-10c_74th fs_1-i_RoughMet.dds

a-10c_74th fs_1-j_RoughMet.dds

a-10c_74th fs_1-k_RoughMet.dds

a-10c_74th fs_1-l_RoughMet.dds

738141797_ModelViewer2017-11-0613-35-45-22.thumb.jpg.32d42c5184d5eec2e96cf01e0ce39f86.jpg

A-10C_RoughMet.jpg.e5fab45b3c2c56c5187b6a47768b538c.jpg

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hi again skate!, I made the editing for the 74th and now roughmet works...however, I can't manage to make it work fine. I'm having some texture corruption/flickering (same as when I firstly tried the su-27) which means there is some problem in the description.lua. All .dds files are correctly named and inside the a10 textures folder for the 74th, all skins have also edited description.luas pointing to that 74th roughmet files but they are all messed...I think that the problem might be these lines:

 

{"A-10_Number", 0 ,"TactNumbers-USAF-Light_black",true};

{"A-10_Number_Noze_F", 0 ,"empty",true};

{"A-10_Number_Noze_T", 0 ,"TactNumbers-USAF-Light_black",true};

{"A-10_Number_Wheel", 0 ,"TactNumbers-USAF-Light_black",true};

 

I have no idea where to point them to a roughmet texture as there is no info in their name to know what roughmet texture they should go...tried making a TactNumbers-USAF-Light_black_RoughMet.dds and pointing to it in the description.lua as this: "TactNumbers-USAF-Light_black_RoughMet" but didn't work...I don't think I need to add roughmet dds files for ALL the default skins inside the zip right? just adding them for the 74th and pointing all the descriptions.lua of ALL skins to them should work right?...anyway, as I said, even the 74th skin doesn't work fine...there is something wrong anywhere I can't figure out, sorry.

 

thanks!

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here you have:

 

livery = {

{"A-10C_PAINT_1-a", 0 ,"A-10C_74th FS_1-a",true};

{"A-10C_PAINT_1-b", 0 ,"A-10C_74th FS_1-b",true};

{"A-10C_PAINT_1-c", 0 ,"A-10C_74th FS_1-c",true};

{"A-10C_PAINT_1-d", 0 ,"A-10C_74th FS_1-d",true};

{"A-10C_PAINT_1-e", 0 ,"A-10C_74th FS_1-e",true};

{"A-10C_PAINT_1-f", 0 ,"A-10C_74th FS_1-f",true};

{"A-10C_PAINT_1-g", 0 ,"A-10C_74th FS_1-g",true};

{"A-10C_PAINT_1-h", 0 ,"A-10C_74th FS_1-h",true};

{"A-10C_PAINT_1-i", 0 ,"A-10C_74th FS_1-i",true};

{"A-10C_PAINT_1-j", 0 ,"A-10C_74th FS_1-j",true};

{"A-10C_PAINT_1-k", 0 ,"A-10C_74th FS_1-k",true};

{"A-10C_PAINT_1-L", 0 ,"A-10C_74th FS_1-L",true};

{"A-10_Number", 0 ,"TactNumbers-USAF-Light_black",true};

{"A-10_Number_Noze_F", 0 ,"empty",true};

{"A-10_Number_Noze_T", 0 ,"TactNumbers-USAF-Light_black",true};

{"A-10_Number_Wheel", 0 ,"TactNumbers-USAF-Light_black",true};

 

{"A-10C_PAINT_1-a", ROUGHNESS_METALLIC,"a-10c_74th fs_1-a_RoughMet",true};

{"A-10C_PAINT_1-b", ROUGHNESS_METALLIC,"a-10c_74th fs_1-b_RoughMet",true};

{"A-10C_PAINT_1-c", ROUGHNESS_METALLIC,"a-10c_74th fs_1-c_RoughMet",true};

{"A-10C_PAINT_1-d", ROUGHNESS_METALLIC,"a-10c_74th fs_1-d_RoughMet",true};

{"A-10C_PAINT_1-e", ROUGHNESS_METALLIC,"a-10c_74th fs_1-e_RoughMet",true};

{"A-10C_PAINT_1-f", ROUGHNESS_METALLIC,"a-10c_74th fs_1-f_RoughMet",true};

{"A-10C_PAINT_1-g", ROUGHNESS_METALLIC,"a-10c_74th fs_1-g_RoughMet",true};

{"A-10C_PAINT_1-h", ROUGHNESS_METALLIC,"a-10c_74th fs_1-h_RoughMet",true};

{"A-10C_PAINT_1-i", ROUGHNESS_METALLIC,"a-10c_74th fs_1-i_RoughMet",true};

{"A-10C_PAINT_1-j", ROUGHNESS_METALLIC,"a-10c_74th fs_1-j_RoughMet",true};

{"A-10C_PAINT_1-k", ROUGHNESS_METALLIC,"a-10c_74th fs_1-k_RoughMet",true};

{"A-10C_PAINT_1-l", ROUGHNESS_METALLIC,"a-10c_74th fs_1-l_RoughMet",true};

 

 

Also tried adding this at the end (just supposing where numbers could go but still working wrong:

 

{"A-10_Number", ROUGHNESS_METALLIC,"a-10c_74th fs_1-a_RoughMet",true};

{"A-10_Number_Noze_F", ROUGHNESS_METALLIC,"a-10c_74th fs_1-f_RoughMet",true};

{"A-10_Number_Noze_T", ROUGHNESS_METALLIC,"a-10c_74th fs_1-e_RoughMet",true};

{"A-10_Number_Wheel", ROUGHNESS_METALLIC,"a-10c_74th fs_1-j_RoughMet",true};

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pack the livery up and attach, I will check on my end what loads for what material.

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Sorry skate but not sure what you meant...packing the edited roughmet files?? because it's not a "livery" I try to make these roughmet files to work with any skin so not sure what you meant...

 

sorry and thanks!

 

Zip the description.lua and the roughmet files, and I'll load them up on my end.

 

That way I can monitor which files are loaded and when, to see when the mis-match is triggered.

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nevermind,

 

I'll make basical RoughMets w/ A.O. and add them to other liveries one by one.

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