Re: Final Fantasy 7 remake
Posted: Sat Jun 06, 2020 8:28 pm
Sorry guys but i cannot see any lights or lamps, there is something that i missed? i think i have extracted everything properly.
It will only import the models for the lights not the actual lights as in emitting light you have to set that up your self along with making various materials emissivegrimino wrote: ↑Mon Jun 08, 2020 9:36 amSorry guys but i cannot see any lights or lamps, there is something that i missed? i think i have extracted everything properly.
https://imgur.com/a/FDNPVAr
This method worked. Thank you!
Hi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!linsaberlove wrote: ↑Fri Jul 03, 2020 4:12 am There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx![]()
BIG THANKS!Nihyaku wrote: ↑Sat Jul 04, 2020 9:38 pmHi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!linsaberlove wrote: ↑Fri Jul 03, 2020 4:12 am There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx![]()
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)
NB is Normal Bent , its a Bent Normal Map, its a special type of normal map, if you're using Blender theres probably a plug for it, in other 3D software I don't know, I've only ever used it inside of unreal, and I'd imagine unity has it too.Nihyaku wrote: ↑Sat Jul 04, 2020 9:38 pmHi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!linsaberlove wrote: ↑Fri Jul 03, 2020 4:12 am There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx![]()
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)
lionheartuk wrote: ↑Sat Jul 11, 2020 12:29 pmNB is Normal Bent , its a Bent Normal Map, its a special type of normal map, if you're using Blender theres probably a plug for it, in other 3D software I don't know, I've only ever used it inside of unreal, and I'd imagine unity has it too.Nihyaku wrote: ↑Sat Jul 04, 2020 9:38 pmHi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!linsaberlove wrote: ↑Fri Jul 03, 2020 4:12 am There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx![]()
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)
Basically a flowmap or tangent shift map for anisotropic reflections.lionheartuk wrote: ↑Sat Jul 11, 2020 12:29 pmNB is Normal Bent , its a Bent Normal Map, its a special type of normal map, if you're using Blender theres probably a plug for it, in other 3D software I don't know, I've only ever used it inside of unreal, and I'd imagine unity has it too.Nihyaku wrote: ↑Sat Jul 04, 2020 9:38 pmHi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!linsaberlove wrote: ↑Fri Jul 03, 2020 4:12 am There are many kinds of texture maps when I export a character,I want to use blender to render but not sure what they stand for.
I guess C base color ,A alpha ,N tangent normal, O roughness,M shallow color.... Am I correct?
So what does B NB stand for and how can I use them in blender? Thx![]()
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)
Some people just link the map to the tangent node in principle BSDF in blender, but I can't see the difference in render results..Not sure if it is the right way.Darko wrote: ↑Sun Jul 12, 2020 7:44 amBasically a flowmap or tangent shift map for anisotropic reflections.lionheartuk wrote: ↑Sat Jul 11, 2020 12:29 pmNB is Normal Bent , its a Bent Normal Map, its a special type of normal map, if you're using Blender theres probably a plug for it, in other 3D software I don't know, I've only ever used it inside of unreal, and I'd imagine unity has it too.Nihyaku wrote: ↑Sat Jul 04, 2020 9:38 pm
Hi! You're right for C, A and N texture maps! O should be ambient occlusion; as for M map, it contains informations about metallic and roughness maps: the red channel is the former and the green channel is the latter!
I've heard that some people use B map for subsurface scattering; personally, I use it as a mask texture to define which parts shouldn't be affected by a detail map (I don't use Blender, but another rendering software!)
As for NB texture map, I can't help you, because I don't know either!
I hope this helps! (◍•ᴗ•◍)