But a more basic UI with the singular purpose of creating HDRP-compatible texture maps would suit a lot of people's needs, while taking complexity out of their process (and into the inner workings of the tool). That does not mean that the current UI is useless it is extremely powerful and should be retained. Provided that unity decides to keep the channel mapping the same, this could be hardcoded into a single user-friendly UI without too much hassle, building upon the capabilitites this tool already provides. Clicking that produces the mask and detail maps. (I don't even know how many there actually are) Metallic texture OR specular texture (let the user decide which it is) Roughness texture OR smoothness texture (let the user decide which it is, e.g. Also, I do not want to concern myself with the technical differences between a roughness and a smoothness map, or a metallic map vs a specular map.Įssentially, what I would very much like to have, is a UI which has input slots for: What I definitly do not want to do is concern myself with which color channel from the input textures goes into which color channel in the output textures. Here's the thing: I have a bunch of textures (diffuse, normal, displacement, roughness) and I want to create an HDRP-compatible material from them. I'm relatively new to the HDRP workflows in unity, and I stumbled across those things called "mask map" and "detail map" (I assume that's how most folks end up here). First of all: thanks for making this tool and providing it to the community!
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