Great stuff as always. If you can keep the file names short and folder names short it will export easier to standalone.
Here is a free program that can assist you in generating PBR maps.
http://www.boundingboxsoftware.com/materialize/getkey.php
GG specific info for maps.
Metalness - black is dialectric, White is metal
Gloss - Black is shiney, white is rough. We use roughness map and call it gloss. Use roughness colors.
Specular - Mostly grey scale except for metalic objects, then the reflectence color of the metal is used for the specular color. Not used in PBR.
Roughness - Black is Rough, White is shiny. We use this map and call it gloss.
Displacement - White is height, black is lows
Normal direction +X -Y +Z
Quote: "
--- #define RealisticVsCool (0.60) ---
Allows you to control some of the PBR light and light extractions from the environment , if you want it to look more like UE try to set it around 0.90 , if you want a Unity PBR look try to set it around 0.40. I made it like this , as i expect people will have different expectations for PBR.
--- #define AmountExtractLight (0.50) ---
This allow you to control the extraction of light , this is actually the sun from your skybox that you see on your car , so what you see is light extraction. to lower the intensity of the sun you can just lower this value.
Forgot to move those to settings.fx , so currently there are inside "apbr_core.fx"."
Axis direction in GG
Pos y - up
Neg Y - Down
Pos X - Right
Neg X - Left
Pos z - Forward
Neg Z - Back
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