PBR-2-Source: Difference between revisions

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{{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.
{{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==
* [[Physically Based Rendering]]
* [[Physically Based Rendering]]
* [[:Category:PBR|Category:PBR]]
* [[:Category:PBR|Category:PBR]]


==External Links==
==External links==
* [https://github.com/koerismo/PBR-2-Source GitHub Repository]
* [https://github.com/koerismo/PBR-2-Source GitHub Repository]
* [https://koerismo.digital/projects#pbr-2-source Koerismo's website Page]
* [https://koerismo.digital/projects#pbr-2-source Koerismo's website Page]

Revision as of 23:29, 3 January 2024

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PBR-2-Source PBR-2-Source is a tool written in Python Python by koerismo that is used to port PBR materials to any Source 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 Maya's format instead of 3DS Max 3DS Max's format.

See also

External links