I recently answered a question that someone had asked about PBR in GameGuru on another thread, and it kind of turned into a mini guide, which Lee was kind enough to proof read and confirm is accurate for me, so i decided to give it's own post to make it more visible and easier to find in the future.
What you will find in this mini-guide is a simple explanation of which texture sets GameGuru uses for both PBR and non-PBR with some basic examples, hopefully it answers a few questions for those who aren't sure.
There are two primary methods of PBR (there are variations, but these two are the common methods):
1. Spec/Gloss: This will usually include a Diffuse or Albedo, Specular, Gloss, Normal, and Ambient Occlusion
2. Metalic/Roughness: This will usually include a Color, Metalic, Roughness, Normal, and Ambient Occlusion
There are also additional maps you can use, such as height, detail, glow etc.
With GameGuru, we have two rendering methods:
The first is the basic non-PBR which consists of Diffuse, Specular, and Normal (with additional options for illumination and cube maps),
The second is for PBR models, and we use a Metalic/Roughness method with a little twist, the Roughness map is named _gloss, but is actually a roughness map, and the metalic map is named _metalness.
Height maps, although added to the PBr workflow in GameGuru, as far as i know don't actually work yet (
confirmed as not working by Lee 6th March 2018), and i'm not sure if _ao is added yet (
confirmed as working by Lee 6th March 2018).
Textures a PBR model should have for GameGuru are:
_color - this is your base coloured texture
_metalness - this is a standard metalic texture, this is a grey scale image where white is highly reflective/shiny, and black is non-reflective/shiny.
_gloss - this is actually a roughness texture renamed to _gloss, it is a grey scale image where back is completely smooth, and white is highly rough.
_normal - this is your normal map (GameGuru uses the DirextX normal workflow, so if you have OpenGL normal maps you will need to invert the green channel of the texture)
_height - a height map (
confirmed as not working by Lee 6th March 2018)
_ao - ambient occlusion, a grey scale image that creates the shadows in cracks, crevices, and corners etc. (
confirmed as working by Lee 6th March 2018)
_detail - this adds fine detail scaled and tiled across the model -
optional
I don't have a detail texture example.
_illumination - this is an emissive map, it will allow you to assign areas of your texture to glow. Primarily it is grey scale with black = no glow, white = glow, however the glowing areas can be coloured, and lighter is brighter, the illumination map will take the place of the detail map, they cannot be used at the same time,
PirateMyke: to use an illumination map the models fpe shader line has to point to apbr_illum.fx .
GraPhyX: Confirmed you don't need to change the FX, and _emissive will also work
optional
(currently in Beta version only, not Live or Public Preview).
I don't have an illumination texture example.
Result in GameGuru:
Textures a non-PBR model should have in Gameguru are::
_D - this is the diffuse texture
_N - this is the normal texture (GameGuru uses the DirextX normal workflow, so if you have OpenGL normal maps you will need to invert the green channel of the texture)
_S - this is specular texture
_I - this is an illumination texture (optional)
_cube - this is a cube reflection map (optional)
Result in GameGuru:
The two methods should not be mixed.
Note: The textures and model shown in the images aren't perfect, they're just quick examples i knocked up to give a rough idea of how they look.
For further information on what PBR is and how it works, i have found a great video that was made by Alegorithmic as part of their tutorial for Substance Painter 2, it goes into great detail, and while it's mainly for another product, a lot of it will help you understand PBR in GameGuru too.
Additional:
While in test mode there is a debugging mode for viewing the individual textures, pressing F11 will bring you into the primary debugging mode which allows you to turn off terrain, water, and various other aspects, if you press F11 a second time you will enter a second debugging mode which allows you to use the numpad keys to cycle through the various textures used in PBR so that the models display the raw texture selected.
Additional Credits:
GraPhiX - for supplying the information about texture views in debug mode
PirateMyke - For the update about illumination mapsPrimary Desktop:
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