$mraotexture: Difference between revisions

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{{Wip|[[User:Equalizer5118|Equalizer5118, an idiot who cant spel]] ([[User talk:Equalizer5118|talk]]) 22:16, 22 October 2023 (PDT)|accidentally pressed save instead of preview, whoops. Will update with screenshots and creation methods.}}
{{Wip|[[User:Equalizer5118|Equalizer5118, an idiot who cant spel]] ([[User talk:Equalizer5118|talk]]) 22:16, 22 October 2023 (PDT)|accidentally pressed save instead of preview, whoops. Will update with screenshots and creation methods.}}
{{Stub}}{{This is a|s2|name=$mraotexture|game=Strata|game1=Titanfall 2|game3=Apex Legends|game2=Hunt Down the Freeman}} It is available exclusively for the [[PBR (Strata shader)|PBR]]shader to define the MRAO texture to use for the Physically Based Rendering.
{{Stub}}{{This is a|s2|name=$mraotexture|game=Strata|game1=Titanfall 2|game3=Apex Legends|game2=Hunt Down the Freeman}} It is available exclusively for the [[PBR (Strata shader)|PBR]] shader to define the MRAO map to use for the Physically Based Rendering effects.


== Physically Based Rendering ==
== Physically Based Rendering ==
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[https://www.adobe.com/products/substance3d/discover/pbr.html Physically Based Rendering] is a photorealistic shading technique that takes lighting information about the metalness, roughness, and ambient occlusion of a texture and then renders lighting in a realistic manner. Most modern game engines utilize PBR for the majority of their textures, and unfortunately due to the {{Source|4}} engine's age, it is not supported by all the official Valve branches. However some third party games and engine branches support this shader.
[https://www.adobe.com/products/substance3d/discover/pbr.html Physically Based Rendering] is a photorealistic shading technique that takes lighting information about the metalness, roughness, and ambient occlusion of a texture and then renders lighting in a realistic manner. Most modern game engines utilize PBR for the majority of their textures, and unfortunately due to the {{Source|4}} engine's age, it is not supported by all the official Valve branches. However some third party games and engine branches support this shader.


== MRAO ==
== What is MRAO? ==
An MRAO ('''M '''etalness, '''R''' oughness, '''A'''mbiemt '''O'''cclusion) texture is a texture that contains lighting information on the metalness, shinyness, and self-shadowing of the diffuse (a.k.a base, albedo) texture through the intensity of the RGB channels. This reduces the amount of texture maps for one PBR material from 5 to 3, reducing file space and memory cost.
An MRAO ('''M '''etalness, '''R''' oughness, '''A'''mbiemt '''O'''cclusion) map is a texture that contains lighting information on the metalness, shininess, and self-shadowing of the diffuse (a.k.a base, albedo) texture through the intensity of the RGB channels. This reduces the amount of texture maps needed for one PBR material from 5 to 3, reducing file space and memory cost. However, image editing programs often do not have a easy way to make these textures. Thankfully, there are a couple methods to create these textures that work.
 
== Creation ==
Before an MRAO map can be created, you must have a Metalness, Roughness, and Ambient Occlusion (Optional) map. These can be created using programs like {{Blender|4}}, [https://boundingboxsoftware.com/materialize/ Materialize], etc.

Revision as of 09:39, 23 October 2023

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The user who added this notice, should you wish to contact them, is: Equalizer5118, an idiot who cant spel (talk) 22:16, 22 October 2023 (PDT) tr = idir.
Additional Notes: accidentally pressed save instead of preview, whoops. Will update with screenshots and creation methods.

Stub

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$mraotexture is a s2 available in Strata Source Strata Source, Titanfall 2 Titanfall 2, Hunt Down the Freeman Hunt Down the Freeman, and Apex Legends Apex Legends.

Warning.pngWarning:
  • The {{{game}}} parameter is inconsistent with the name defined by the {{Strata}} template. This can most likely be fixed by setting the value of the {{{game}}} parameter to Strata Source .
    If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.

It is available exclusively for the PBR shader to define the MRAO map to use for the Physically Based Rendering effects.

Physically Based Rendering

Physically Based Rendering is a photorealistic shading technique that takes lighting information about the metalness, roughness, and ambient occlusion of a texture and then renders lighting in a realistic manner. Most modern game engines utilize PBR for the majority of their textures, and unfortunately due to the Source Source engine's age, it is not supported by all the official Valve branches. However some third party games and engine branches support this shader.

What is MRAO?

An MRAO (M etalness, R oughness, Ambiemt Occlusion) map is a texture that contains lighting information on the metalness, shininess, and self-shadowing of the diffuse (a.k.a base, albedo) texture through the intensity of the RGB channels. This reduces the amount of texture maps needed for one PBR material from 5 to 3, reducing file space and memory cost. However, image editing programs often do not have a easy way to make these textures. Thankfully, there are a couple methods to create these textures that work.

Creation

Before an MRAO map can be created, you must have a Metalness, Roughness, and Ambient Occlusion (Optional) map. These can be created using programs like Blender Blender, Materialize, etc.