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


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Now to find said file and give it a shot, thanks Skate.

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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.  

Now to find said file and give it a shot, thanks Skate.

 

/DCS World/Bazar/World/Shapres/F-16x.edm.json

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of course :doh:

Thanks Skate

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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: )

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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.

attachment.php?attachmentid=171685&stc=1&d=1509918180

 

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.

attachment.php?attachmentid=171686&stc=1&d=1509918373

 

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:

attachment.php?attachmentid=171687&stc=1&d=1509918593

 

After:

attachment.php?attachmentid=171688&stc=1&d=1509918605

 

 

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:

attachment.php?attachmentid=171690&stc=1&d=1509920477

 

 

Once Finished, the End Result should be something Like this:

attachment.php?attachmentid=171695&stc=1&d=1509923617

 

Is there an video out for this section?

This is the section I am currently stuck on. Thanks

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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


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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.

 

 

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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?

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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.

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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,

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

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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 by Sirius
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