3rd Party Models/Media Chat / PBR basic structure questions

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GoDevils
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Location: Arizona USA
Posted: 27th Mar 2018 21:18
I understand the difference between the PBR (.DDS) files and the files used in earlier versions of GG (_D _N _S)

I purchased several PBR models from the store and have a couple of questions.

Both used the PBR files, and both used the apbr_basic.fx in the FPE file.

However, one model uses a standard .X model, while the 2nd uses the .fbx format

1) Is the .X model used the same as the .fbx as far as PBR rendering is concerned?

2) Can current .X models be converted to PBR by restructuring the texture files, and switching to the apbr_basic shader in the FPE?

3) I noted the mention of an emmisive file. Is this part of the public Preview? how does it work?

Thanks

"THERE IS NO SPOON"

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OldFlak
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Posted: 28th Mar 2018 00:24 Edited at: 28th Mar 2018 00:26
Yeah, some clarification on this would be nice to have.

Along with should we be using .dds or .png now for PBR?

Currently there is a mish-mash of everything in the PP builds so tis anyones guess

Reliquia....
aka OldFlak
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Pirate Myke
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Posted: 28th Mar 2018 04:09
Quote: "Is the .X model used the same as the .fbx as far as PBR rendering is concerned?"

As far as any rendering is concerned now, Static FBX files can be used like the x file was. The engine will make the required .dbo file for use in the game level.

Quote: "Can current .X models be converted to PBR by restructuring the texture files, and switching to the apbr_basic shader in the FPE?"

Any model can be converted to pbr texture use. Follow the metallic workflow and use the roughness map as the gloss map. You can most time use the apbr_basic shader unless you want illumination, animated bones objects, or characters.

Quote: "I noted the mention of an emmisive file. Is this part of the public Preview? how does it work?"

label your emmisive map as _illumination and use the apbr_illum.fx shader for objects and character_basic for characters.

Quote: "should we be using .dds or .png now for PBR?"

That is really up to you.
.dds format is for gaming engines
.png and .jpg and.bmp can also be used for dx11 stuff. Strangely enough you cant use .tga files in dx11.
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GoDevils
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Posted: 28th Mar 2018 04:21
I did some experimenting converting an old model of mine from (_D _N _S) to PBR.

I took the _D map into Photoshop, and changing nothing, I saved a new copy _color.dds
Using the NVidia plug-in I created a new Normal map, and saved this as _normal.dds
I used the specular map as the _metalness.dds map, simply blacking out items that I know are not metal.

I created a grayscale version of the color map, and used it as the _gloss.dds file.

I haven't yet figured out how to make the _ao.dds file, so I did not use one.

I copied, renamed, and modified the FBE file to the new texture (_color.dds)
set the effect to apbr_basic.fx, using the same .x model as the original.

I was able to get the two models side by side, and while they both look good
The PBR structure does make the shadows much more natural. There is also a very noticable
difference to metals, making them look more life-like. The Ambient slider works the way it should

I have some more experiments to try, but I'm impressed with the results thus far.

"THERE IS NO SPOON"

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GoDevils
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Posted: 28th Mar 2018 04:30
Thanks Pirate Myke.. I was writing the above before I saw your answers.

My experiments confirm what you say.

Is there some special reasons to use .fbx format vs the .x format
as related to PBR rendering?

Thanks again
"THERE IS NO SPOON"

AMD 6300 6 core 3.5 ghz, Windows 8.1, 8GB ram, GTX 650 2GB ram
OldFlak
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Posted: 28th Mar 2018 05:15
Quote: "Strangely enough you cant use .tga files in dx11."


Yeah, I thought targa was a preferred format out there.....

Thanks for the clarification Pirate Myke

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OldFlak
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Posted: 28th Mar 2018 06:23
Quote: "I haven't yet figured out how to make the _ao.dds file, so I did not use one. "

You can use xNormal - very cool and free to boot

Reliquia....
aka OldFlak
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Pirate Myke
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Posted: 28th Mar 2018 13:41 Edited at: 21st Apr 2018 17:44
There is no special reason to use one model format over the other. Users wanted more importable formats.
There is x format for any object and animated objects.
.3ds and .fbx for static objects.
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