![]() ![]() 3) In the Channels Dockable window, I see 4 channels: Red, Green, Blue and Alpha. Most of the major photo/image editing software programs can be used to generate a roughness map. The black one moves the entire curve/shape/etc, the white one allows you to edit points. This is not a beginner texture editing tutorial. How do I create red looking roughness, ambient occlusion and even heightfield textures of a given texture when viewed in the terrain painter inside the world editor, lets say a blank orange png file (I know how to create a heightfield maps of a map terrain)? You just need to select DTX1 for diffuse textures and 3Dc for normal- and specularmaps when exporting. We now need to create the parameter file, that is combining an emissive, roughness, ambient occlusion and metallic map into one map, the parameter map. I also am having these difficulties, luckily PNG does have alpha channel, you just need to copy your rough map into it in photoshop or gimp, still a lot of work for a prototype. ![]() Then, import the Displacement Map on top of it, and put the opacity to something like %70. Just create your separate baseColor, Normal, Metallic and Roughness outputs in SD and Unity 5 will do the rest for you. Use this method to get rid of the lamp as well, the dotted ball. You will have a new image created which you can save as a png. Therefore, textures that arent shiny and that. You can of course expose a Roughness slider of your own from SD to provide the end. ![]() If you add another image, create a new layer, or duplicate the existing layer. When you've imported the images, this window will open: Make sure that you apply these settings but, you can change the Width and Height depending on how big your animation is. ![]()
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