$mraotexture: Difference between revisions
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== Creation == | == 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. | 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. | ||
{{note|If the program you are using utilizes "smoothness" or "glossiness" maps, make sure to invert the colors before proceeding}} | |||
There are a couple of methods used to port PBR textures to an MRAO texture. Here are two methods known to work for {{strata|2}} based games. {{confirm|Do these methods work for other PBR supported games?}} | |||
===GIMP=== | |||
{{Todo}} | |||
===PBR-2-Source=== | |||
{{Todo}} | |||
==See Also== | |||
*[[PBR (Strata shader)]] | |||
*[[Adding PBR to your mod]] | |||
*[[Physically Based Rendering]] | |||
*[[:Category:PBR|Category:PBR]] | |||
==External Links== | |||
*https://www.adobe.com/products/substance3d/discover/pbr.html - All You Need To Know About PBR (Adobe.com) | |||
[[Category:PBR]] | |||
Revision as of 13:33, 23 October 2023
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Additional Notes: accidentally pressed save instead of preview, whoops. Will update with screenshots and creation methods.
$mraotexture is a s2 available in
Strata Source,
Titanfall 2,
Hunt Down the Freeman, and
Apex Legends.
- 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 toStrata 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 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, Materialize, etc.
There are a couple of methods used to port PBR textures to an MRAO texture. Here are two methods known to work for
Strata Source based games.
GIMP
[Todo]
PBR-2-Source
[Todo]
See Also
External Links
- https://www.adobe.com/products/substance3d/discover/pbr.html - All You Need To Know About PBR (Adobe.com)