Iv recently come across a game that uses PBR at part of its texturing pipeline, and i dont seem to understand how to load it correctly in noesis.
i have looked at UE4 plugin by rich but dont really understand whats going on there
i was hoping someone can write a very simple/basic LoadRGBA script to showcase how to do this/point me to a simple script that does it or modify sample script:
Code: Select all
texList = []
matList = []
TextureNames = []
for i in range(len(TextureNames)):
try:
g = open(dirpath + TextureNames[i], 'rb')
data = g.read()
tex = rapi.loadTexByHandler(data, '.dds')
tex.name = TextureNames[i][:-4]
texList.append(tex)
name = tex.name
if i == 0:
material = NoeMaterial("Material" + Mesh_Name ,name)
matList.append(material)
material.setTexture(name)
if i == 1:
material.setNormalTexture(name)
if i == 2:
material.setSpecularTexture(name)
except:
print("texture not found")
return texList ,matList
Here are the Specs given by Devs:
i am attaching link to samples of maps and model in .obj format
### from Dev
BM is indeed base colour/albedo
NM is our normal maps and we move our red channel to the alpha so rather than RGB we have XGBR this is to circumvent some compression details (red tends to get the least of the bytes)
PM is also indeed 3 combined grey scale maps with an optional alpha
R= Metal Mask
G = Roughness
B = Ambient Occlusion (actually unused we never got a AO slot in our shader model)
A= Optional reflectance value used for glass and unusual materials like some of the Eternal stuff
there are also 4 types of masks depending on their use
MSK1 MSK2 MSK MSKA
the number indicates number of available channels in the masks and considers 3 as a default in the naming
most FX maps are single channel with some occasional exceptions if coloring via the effect tool isn't sufficient
We use Block Compression
BC1 for RGB
BC3 for our normal maps and RGBA maps
BC4 for Single channel maps (R)
BC5 for double channel maps (RB)
GM = Glow map
Thanks in advance for any help
https://drive.google.com/open?id=17POrL ... yKEHC9qiqs

