Jump to content

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


Recommended Posts

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,

X470 Taichi Ultimate, 2x R7970 Lightnings Crossfired @ 1.1/6.0GHz,

3x ASUS VS248HP + Hanns·G HZ201HPB + Oculus HMD,

Thrustmaster Warthog HOTAS + MFDs, CH Fighterstick+Pro Throttle+Pro Pedals

Link to post
Share on other sites
  • Replies 120
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

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!  

Good Day Everyone, this guide should help Modders wanting to use RoughMet maps on their Models w/ DCS 2.1.1+ instead of a Global Specular Conversion via JSON File.   The Benefits are: -More control

This can really breathe a lot of life into old models.  

  • 4 weeks later...

Hello.

 

PBR conversion still going on. However i encounter a probelm with the shadown in DCS. Once a part of the cockpit is on the shadow, everything go black. See as exemple on the following screens, the yellow sesction go black.

 

1526640965-screen-180518-124747.png

 

1526640984-screen-180518-124751.png

 

 

 

And here the rough texture :

 

1526641145-c-canopy-roughmet.jpg

[sIGPIC][/sIGPIC]

Link to post
Share on other sites
Hello.

PBR conversion still going on. However i encounter a probelm with the shadown in DCS. Once a part of the cockpit is on the shadow, everything go black. See as exemple on the following screens, the yellow sesction go black.

 

Perhaps it's because you fill the yellow scratch area with black color in R(AO) channel, try a pure white R(AO) channel and check if they are corrected.

Link to post
Share on other sites
Perhaps it's because you fill the yellow scratch area with black color in R(AO) channel, try a pure white R(AO) channel and check if they are corrected.

 

Nop in the AO (red), those portions are light grey and even white. The AO is the one calculated by 3DS. But the yellow portion is just an exemple because it's the more easy to spot, I have this problem on almost the whole cockpit :(

[sIGPIC][/sIGPIC]

Link to post
Share on other sites

Try it all white and see what it looks like?

 

on ma mobile

General 3D modeling thread and reference sites

UK liveries for planes, ships and MODS.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

Updates to my stuff are now going here

Link to post
Share on other sites

Remove the AO Layer and see what it looks like without,

 

I however do not have ANYTHING 100% black, you could drop the layer to 25% opacity and get better results.

 

Also Render A.O Map w/ out an transparent layers, as the A.O. Render does not See Transparency.


Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill,

X470 Taichi Ultimate, 2x R7970 Lightnings Crossfired @ 1.1/6.0GHz,

3x ASUS VS248HP + Hanns·G HZ201HPB + Oculus HMD,

Thrustmaster Warthog HOTAS + MFDs, CH Fighterstick+Pro Throttle+Pro Pedals

Link to post
Share on other sites
Problem solved by removing a pure black applied on the bug parts on the grey channel. Thx for your input all ! :)

 

AO is a range between 0 (black pixels) and 1 (white pixels) so the way it works is that AO channel is multiplied by Other channels Metalness and Roughness and Diffuse (Albedo/ Color)

So when you have AO = Full black= 0 you are multiplying something by ZERO which means ZERO as a result that's why you have full black in the end.

So even if you have something really bright red fpr exemple red glossy paint in diffuse channel so RED would be near value of 0.95 (almost 1 full red)

You will end up with 0.95*0=0 equals FULL BLACK

So it is actually unrealistic to have full black AO, there are no such material in a world that would have pure black color.

Steam Index, i7 8700K, 32Gb, GTX 1070Ti, NVMe.

Hotas Warthog, Virpil, RX Vipers

Link to post
Share on other sites
  • 4 weeks later...

_RoughMet at the end

 

For example one of my Hornet ones the desert version uses a custom roughmet

 

Diffuse

RAF_DES_1

 

RoughMet

RAF_DES_1_RoughMet

 

It replaces and Spec layer


Edited by joey45

General 3D modeling thread and reference sites

UK liveries for planes, ships and MODS.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

Updates to my stuff are now going here

Link to post
Share on other sites
  • 2 months later...

Thanks for the channels. I knew 0 through 3, but I had no idea there was anything beyond that!

Hardware: T-16000M Pack, Saitek 3 Throttle Quadrant, Homemade 32-function Leo Bodnar Button Box, MFG Crosswind Pedals Oculus Rift S

System Specs: MSI MPG X570 GAMING PLUS, GTX 1070 SC2, AMD RX3700, 32GB DDR4-3200, Samsung 860 EVO, Samsung 970 EVO 250GB

Modules: Ka-50, Mi-8MTV2, FC3, F/A-18C, F-14B, F-5E, P-51D, Spitfire Mk LF Mk. IXc, Bf-109K-4, Fw-190A-8

Maps: Normandy, Nevada

[sIGPIC][/sIGPIC]

Link to post
Share on other sites
  • 2 weeks later...

Hey, just to be clear, i've this question in my mind since a bit of time but, we don't have to input the _RoughtMet in a material slot in 3Ds Max, right? How does the _RoughtMet is "auto-detected" by the sim?

 

Thank you in advance :)

Leader of the Virtual Patrouille Suisse Since 2010. High and slow, fast and low.

Intel i9-9900k | 32GB RAM | MSI RTX2080 8GB | HP Rerverb G2 | WarBRD Base | WinWing Set

Link to post
Share on other sites

Auto detected through the description lua.

 

It replaces the Spec maps.

General 3D modeling thread and reference sites

UK liveries for planes, ships and MODS.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

Updates to my stuff are now going here

Link to post
Share on other sites
Hey, just to be clear, i've this question in my mind since a bit of time but, we don't have to input the _RoughtMet in a material slot in 3Ds Max, right? How does the _RoughtMet is "auto-detected" by the sim?

 

Thank you in advance :)

 

..

 

 

Step Two:

RoughMet Maps, are Loaded for Any Albedo/Diffuse Texture that has a RoughMet Map Linked to it in Step 2.

Prepare the Default textures to have a RoughMet for Each,

 

Each Diffuse Texture should have a new Roughness/Metallic Map with extension to the filename "_RoughMet" at the end, For Example:

F-18E-001-DIF.DDS, IS THE DIFFUSE Texture, So

F-18E-001-DIF_RoughMet.DDS is The File Name Needed for DCS to Detect the roughness/Metallic Map.

 

For initial integration/testing purposes, I just used my default specular dds files for the default RoughMet Files, because there will be a distinct difference in Aircraft Appearance due to the Red Channel.

attachment.php?attachmentid=169372&stc=1&d=1505747973

 

 

For Example, When Loading the Model, You'll Notice the Red Channel Map Being Dominant, and it should be very obvious which textures did not correctly Load a RoughMet Map.

 

If You Open your ModelViewer and the Model Appears Similar to the Screenshot Below, Congrats, You have successfully configured the RoughMet maps to load w/ the Diffuse/Albedo Channel.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill,

X470 Taichi Ultimate, 2x R7970 Lightnings Crossfired @ 1.1/6.0GHz,

3x ASUS VS248HP + Hanns·G HZ201HPB + Oculus HMD,

Thrustmaster Warthog HOTAS + MFDs, CH Fighterstick+Pro Throttle+Pro Pedals

Link to post
Share on other sites

Ok, just read it thank you.


Edited by PSV_Tango
My Bad.

Leader of the Virtual Patrouille Suisse Since 2010. High and slow, fast and low.

Intel i9-9900k | 32GB RAM | MSI RTX2080 8GB | HP Rerverb G2 | WarBRD Base | WinWing Set

Link to post
Share on other sites
  • 5 weeks later...

So I just got into this thread hoping to find out how to make my current skins not shine on the AI F-16C BL.52, but I don't see an answer relating to models that call out .BMP for texture files. I'm completly lost now lol

 

 

livery = {

{"texture F-16C-PAINT-DEF-L1.BMP f2 g0",0,"F-16C-PAINT-DEF-BL2.BMP",false};

{"texture F-16C-PAINT-DEF-R1.BMP f2 g0",0,"F-16C-PAINT-DEF-BR2.BMP",false};

{"texture F-16C-PAINT-DEF-L1.BMP f2 g0",13,"F-16C-PAINT-DEF-BL2_ROUGHMET.BMP",false};

{"texture F-16C-PAINT-DEF-R1.BMP f2 g0",13,"F-16C-PAINT-DEF-BR2_ROUGHMET.BMP",false};

 

 

 

 

Screen_180922_144403_zpswcvwnj7f.jpg

[sIGPIC][/sIGPIC]

ASUS ROG STRIX B350F with AMD RYZEN 5 2600 OC @ 4.0Ghz, 32GB DDR4 2400, ASUS ROG STRIX 5700XT, Oculus Rift S, Thrustmaster Warthog HOTAS

 

 

Experience? A little...

DCS: A-10C, F-14A/B, F/A-18C & F-16C

USAF: A-10, F-16 & B-52

LM: F-22, C-130J & C-5M

 

Formally Known As: wpnssgt (google it :smilewink: )

Link to post
Share on other sites

The F-16C Models cannot have textures modified on in the manner you are trying.

They are old and still use the old Livery/Textures Setup.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill,

X470 Taichi Ultimate, 2x R7970 Lightnings Crossfired @ 1.1/6.0GHz,

3x ASUS VS248HP + Hanns·G HZ201HPB + Oculus HMD,

Thrustmaster Warthog HOTAS + MFDs, CH Fighterstick+Pro Throttle+Pro Pedals

Link to post
Share on other sites

shiny F-16s it is then :(

[sIGPIC][/sIGPIC]

ASUS ROG STRIX B350F with AMD RYZEN 5 2600 OC @ 4.0Ghz, 32GB DDR4 2400, ASUS ROG STRIX 5700XT, Oculus Rift S, Thrustmaster Warthog HOTAS

 

 

Experience? A little...

DCS: A-10C, F-14A/B, F/A-18C & F-16C

USAF: A-10, F-16 & B-52

LM: F-22, C-130J & C-5M

 

Formally Known As: wpnssgt (google it :smilewink: )

Link to post
Share on other sites

Try changing the 13s to 2s and see if that works.

 

As long as the model has a default material attribute, it should work.

 

Channel 13 is specifically for RoughMet textures, but channel 2 is for specular maps. And can read RoughMet textures there too.

http://www.leatherneck-sim.com/

https://www.facebook.com/leatherneck.simulations/

 

i9 7980XE, 128GB Ram, SLI GTX Titan Xp, Win10 Pro, SSD, 2 x 256GB SSD, 4 x 512GB SSD RAID 0

i7 4960X, 64GB Ram, GTX Titan, Win10 Pro, 512GB PCIe SSD, 2 x 256GB SSD, 6 x 4TB HDD RAID 6, 9361-8i RAID Controller

i7 2600K, 16GB Ram, GTX 580, Win10 Pro, 240GB SSD, 3 x 4TB HDD

Pentium 4, 2GB Ram, GeForce 6800 Ultra, WinXp Pro, 3 x 500GB HDD

Link to post
Share on other sites
Try changing the 13s to 2s and see if that works.

 

As long as the model has a default material attribute, it should work.

 

Channel 13 is specifically for RoughMet textures, but channel 2 is for specular maps. And can read RoughMet textures there too.

 

I'll give that a shot, thanks

[sIGPIC][/sIGPIC]

ASUS ROG STRIX B350F with AMD RYZEN 5 2600 OC @ 4.0Ghz, 32GB DDR4 2400, ASUS ROG STRIX 5700XT, Oculus Rift S, Thrustmaster Warthog HOTAS

 

 

Experience? A little...

DCS: A-10C, F-14A/B, F/A-18C & F-16C

USAF: A-10, F-16 & B-52

LM: F-22, C-130J & C-5M

 

Formally Known As: wpnssgt (google it :smilewink: )

Link to post
Share on other sites
Try changing the 13s to 2s and see if that works.

 

As long as the model has a default material attribute, it should work.

 

Channel 13 is specifically for RoughMet textures, but channel 2 is for specular maps. And can read RoughMet textures there too.

 

The issue is, the Old F-16 Model Does NOT have a Specular Map, therefore a Specular map cannot be loaded, nor can a RoughMet Map.

 

 

One Could Adjust the Roughness/Metallicness Values for Opague Maps in the F-16 JSON File though.,

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill,

X470 Taichi Ultimate, 2x R7970 Lightnings Crossfired @ 1.1/6.0GHz,

3x ASUS VS248HP + Hanns·G HZ201HPB + Oculus HMD,

Thrustmaster Warthog HOTAS + MFDs, CH Fighterstick+Pro Throttle+Pro Pedals

Link to post
Share on other sites
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...