Post by Riot1986 on Apr 29, 2020 10:49:43 GMT 10
Hello community,
Since I was just starting out with mod creation and am in the middle of my first modding project, I've been trying to understand the different texture maps and their meaning.
I would like to summarize what I think I have found and hope that somebody with an idea of the matter can check that out:
There are usually three files for texture editing.:
- albm.tex
- nsrmr.tex
- atos.tex
ALBM:
- This is an Albedo-Map (Diffuse-Map/Base-Color-Map) with a Metallic-Map.
- In the Albedo-Map the colors of the texture are defined.
- The Metallic-Map defines the ability of the texture surface to reflect the images around it. The Metallic-Map is the alpha channel of ALBM-file.
-> White means metallic
-> Black means not metallic
NRMR:
- This is a Normal-Map with a Roughness-Map.
- The Normal-Map essentially determines the illusion of depth.
- The Roughness-Map determines the ability of the texture surface to reflect or absorb light. The Roughness-Map ist the alpha channel of NRMR-file.
-> More White: Less light will be thrown back and more light will be absorbing. (White means rough)
-> More Black: More light will be reflecting and less light will be taking in. (Black means smooth)
ATOS:
- Several things can be influenced in this file, which seems to be related to the choice of colors.
- R = Alpha (Transparency -> Light passes through the material, but is not scatterd, like normal glass.)
- G = Transluceny -> Light passes through the material, but is scatterd, like frosted glass.
- B = Occlusion, with Subsurface scattering (SSS) in the alpha channel.
- The RGB work area is processed with the color yellow. (At least for the Atos files that I've opened so far.)
(I still haven't really understood how that works. Yellow does not appear to have any influence on transparency and transluceny. Green apparently affects transparency and red translucency. All colors appear to have an impact on Occlusion with SSS)
It would be great to get feedback on how close I got to the truth.
Since I was just starting out with mod creation and am in the middle of my first modding project, I've been trying to understand the different texture maps and their meaning.
I would like to summarize what I think I have found and hope that somebody with an idea of the matter can check that out:
There are usually three files for texture editing.:
- albm.tex
- nsrmr.tex
- atos.tex
ALBM:
- This is an Albedo-Map (Diffuse-Map/Base-Color-Map) with a Metallic-Map.
- In the Albedo-Map the colors of the texture are defined.
- The Metallic-Map defines the ability of the texture surface to reflect the images around it. The Metallic-Map is the alpha channel of ALBM-file.
-> White means metallic
-> Black means not metallic
NRMR:
- This is a Normal-Map with a Roughness-Map.
- The Normal-Map essentially determines the illusion of depth.
- The Roughness-Map determines the ability of the texture surface to reflect or absorb light. The Roughness-Map ist the alpha channel of NRMR-file.
-> More White: Less light will be thrown back and more light will be absorbing. (White means rough)
-> More Black: More light will be reflecting and less light will be taking in. (Black means smooth)
ATOS:
- Several things can be influenced in this file, which seems to be related to the choice of colors.
- R = Alpha (Transparency -> Light passes through the material, but is not scatterd, like normal glass.)
- G = Transluceny -> Light passes through the material, but is scatterd, like frosted glass.
- B = Occlusion, with Subsurface scattering (SSS) in the alpha channel.
- The RGB work area is processed with the color yellow. (At least for the Atos files that I've opened so far.)
(I still haven't really understood how that works. Yellow does not appear to have any influence on transparency and transluceny. Green apparently affects transparency and red translucency. All colors appear to have an impact on Occlusion with SSS)
It would be great to get feedback on how close I got to the truth.