- #Make an alpha channel crazy bump how to#
- #Make an alpha channel crazy bump full#
- #Make an alpha channel crazy bump free#
RGB and A are all treated as explicit channels in GIMP (as soon as there is transparency). But when it comes to the more technical side of image treatment GIMP is often more logical.ġ. Don't get me wrong - I prefer photoshop for many things. Obviously the result is the same - the path there just seems more straight forward to me. Converted normal map to FS style Bump using Model Converter X's texture tool. I've used this for ski-tracks on glacier landing strips.ġ. The normal map (only) stays effective on snow.I'm not sure how these two layers get mixed, but I think the effect of roughness in the apron texture might be quite small (and metal not observed at all as per documentation). The high resolution texture that gets superimposed on the apron material ("surface" in the material editor) brings along its own PBR textures.The layer called "blue" can be filled with roughness information (often just solid white)Ĭonvert the layers back to channels (Menu Colors > Components > Compose).The layer called "alpha" can be filled with solid black (will be metalness).I think somewhere in the "documentation" it says that metalness is not applied in ground textures.įor shuffling channels about in a PNG-File GIMP is much preferrable to the tedious photoshop process, because it treats alpha as a proper channel:Ĭonvert channels to layers (Menu Colors > Components > Decompose > Model: RGBA) The Normal/Roughness/Metal composite map (only valid for ground textures) wants the channels to be arranged like this:
Vertically Flipped image (Because we are going from DDS to PNG).
#Make an alpha channel crazy bump full#
Clicked the main layer to go back to full texture.ġ4.
Went back to mask and alt+clicked so that it showed up in the main window.ġ3. On the layers panel, selected layer and created new mask.ġ1. Pasted roughness texture in Blue channel of norm.bmp (The main texture opened from DXTBMP).ĩ. Sent texture and alpha channel to editor (Photoshop).ĥ. Converted DirectX (not OpenGL) normal map to FS style Bump using Model Converter X's texture tool.Ĥ.
#Make an alpha channel crazy bump free#
If I did something wrong, someone feel free to chime in, but from what I can tell, everything seems to be working now.ġ. Apparently the normal map still needs to be converted to an FS style Bump before packing. How do I go about using the provided PBR package textures to create this material? When I import the texture from the simple airport project into Photoshop, the texture is somewhat transparent, which makes it hard to notice differences between RGB channels. Please note that the metalness in not apply on the ground." This to me sounds like these textures should be in their corresponding RGBA channels within a single texture, but I have no clue how this would even be done as I didn't think you could insert different textures per channel. In the SDK, the only mention I have found about the Normal Roughness Metal material is: "Normal in GA (Green & Alpha Channel) as XZ packed, B: roughness (Blue Channel), R: metalness (Red Channel). It provided me with an Albedo, Normal, AO, Displacement, and Roughness texture. I downloaded a PBR texture set to use for the apron.
#Make an alpha channel crazy bump how to#
I'm confused about how to make the Normal Roughness Metal texture though. I'm working with some custom apron textures for an airport. Questions about SimConnect can be posted in the SimConnect forum.Īny other question that is not specific to an aspect of development or tool can be posted in the General chat forum.īy following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.Questions about terrain design can be posted in the FS2020 terrain design forum.Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course. Questions about airport design can be posted in the FS2020 airport design forum.Questions about aircraft design can be posted in the Aircraft design forum.Either post them in the subforum of the modelling tool you use or in the general forum if they are general. Questions about making 3D assets can be posted in the 3D asset design forum.Tag FS2020 specific questions with the MSFS2020 tag.So therefore we would like to ask you all to use the following guidelines when posting your questions: But having all questions about FS2020 in one forum becomes a bit messy. Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this.