PBR-2-Source: Difference between revisions
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{{Todo|Needs screenshots and a {{tl2|Software}} template. Will work on it when I get time, or someone else can do it if they feel obligated to -[[User:Equalizer5118|Equalizer5118, an idiot who cant spel]] ([[User talk:Equalizer5118|talk]]) 12:10, 12 November 2023 (PST)}} | {{Todo|Needs screenshots and a {{tl2|Software}} template. Will work on it when I get time, or someone else can do it if they feel obligated to -[[User:Equalizer5118|Equalizer5118, an idiot who cant spel]] ([[User talk:Equalizer5118|talk]]) 12:10, 12 November 2023 (PST)}} | ||
{{pbr2source|4.1}} is a tool written in {{Python|4}} by '''koerismo''' that is used to port PBR materials to any {{src|4.1}} game, even those without support for a PBR shader. When converting to standard shaders, it uses special algorithms to bake different texture maps into one diffuse texture. When converting to use with a PBR shader, it takes different texture maps and makes an MRAO map. This program automatically creates a fully functional VMT file, with optional reflections, and also can flip the Y of a normal map if it was created in a program using {{maya|4.1|addtext='s}} format instead of {{3dmax|4.1|addtext='s}} format. | |||
==See Also== | ==See Also== |
Revision as of 04:26, 15 November 2023
Todo: Needs screenshots and a {{Software}} template. Will work on it when I get time, or someone else can do it if they feel obligated to -Equalizer5118, an idiot who cant spel (talk) 12:10, 12 November 2023 (PST)
PBR-2-Source is a tool written in
Python by koerismo that is used to port PBR materials to any
Source game, even those without support for a PBR shader. When converting to standard shaders, it uses special algorithms to bake different texture maps into one diffuse texture. When converting to use with a PBR shader, it takes different texture maps and makes an MRAO map. This program automatically creates a fully functional VMT file, with optional reflections, and also can flip the Y of a normal map if it was created in a program using
Maya's format instead of
3DS Max's format.
See Also
External Links
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