se-blender
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Alternate texture sets for the individual source channels
According to Keen's texture converter tool SE uses this set of input channels:
-
albedo
(RGB, sRGB) as defined by PBR -
metal
(single, sRGB) as defined by PBR -
gloss
, (single, linear) the inverse ofroughness
, also PBR -
normal
(RGB, linear) standard normal map -
ao
(single, sRGB) ambient occlusion -
emissive
(single, sRGB) emissive intensity, color is taken from albedo -
dirt
(single, sRGB) unknown use, defaults to full intensity -
colormask
(single, sRGB) masks recolorable parts of a texture -
alphamask
(single, linear) masks opaque parts of a texture, not all intensity levels are used in all situations. Decals do full blending but by default materials are either completely opaque > 0.5 or completely transparent < 0.5. For decals the other channel also get alpha-premultiplied by this channels, for default materials this doesn't happen.
The channels are packed into .dds textures (RGBA):
-
cm
is [albedo, metal] (BC7, sRGB) -
ng
is [normal, gloss] (BC7, linear) -
add
is [ao, emissive, dirt, colormask] (BC7, sRGB) -
alphamask
(BC4, linear)
The Dx11 shader node the addon provides already has inputs for the original channels. Allow to switch the texture-slots of a material into a mode that has the individual channels as file slots instead of the combined final textures.
In this mode the addon expects the source images in a different format than .dds and derives final texture-filenames from those. A decision is needed how to handle situations like basename1_color
, basename2_metal
⇒ basename?_cm
should be handled.
An added bonus would be to initiate the texture conversion directly from Blender instead of going through Keen's texture converter.