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labPBR Preview Filter Usage

Substance Designer

labPBR Preview Substance 3D Designer filter example

Specular Texture Parameters

f0

Manage the level of reflectivity. Shows in the green channel.

Metal Source

Select f0 to convert the material input's metallic channel to the f0 value. Select Use preset to select from a list of presets provided by Luke-Marchant/labpbr-substance-tools.

Metal Preset

If Use preset is selected, a dropdown list of hardcoded metal values and common dielectrics is shown.

Surface

Manage the subsurface scattering and porosity values. Shows in the blue channel.

Assignment

Select Subsurface scattering to use only the SSS value in the specular texture's blue channel, Porosity to use only a porosity value, or Blend SSS with porosity. Selecting to blend the two values will reveal inputs for blending mode and opacity.

Emissive

Clamps the emissive level. Shown in the alpha channel. Set to 0 to remove the alpha channel.

Normal Map Texture Parameters

POM

Select the source of parallax object mapping in the dropdown menu. Select Custom input to provide a displacement map. Select Use heightmap to use the material height as the POM depth. Selecting Disable POM will exclude the depth map from the alpha channel.

Ambient Occlusion

Select Use input to provide a material's AO output. (Provide a entirely white texture input to disable AO output.) Otherwise, Convert height to AO will generate AO from the material's height. Selecting this option will reveal settings to manage AO spreading and levels.

Substance Painter

labPBR Preview Substance 3D Painter filter example

Previewing labPBR Textures

Activate the User1 and User2 channels under the Channels section in the Texture Set Settings window. Click the cog icon to set the colorspace to sRGB8. The Color channel option should also be selected.

Add filter in the Layers window. This will enable the specular texture output in the shader's User1 channel and the normal map the in the User2 channel. Select these channels from the dropdown list in the 2D/3D viewport to enable the labPBR output preview.

(See Substance Designer section for a description of parameter usage.)

Exporting labPBR Textures

Create a new Output Template preset which includes RGB+A output maps named $textureSet_s and $textureSet_n.

Drag the User1 channel from the Input maps section into the RGB channel of the $textureSet_s output. Drag the user channel once again to the output map, and drop it in the alpha channel (labeled A). Select the A Channel option after dropping User1 into A.

Repeat the process with the User2 channel into $textureSet_n's RGB+A channels.