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Found 6 results

  1. AmbientCG

    Fabric049

    0 downloads

    Fabric049 PBR materialCC0 Public Domain
  2. AmbientCG

    Fabric048

    0 downloads

    Fabric048 PBR materialCC0 Public Domain
  3. AmbientCG

    Fabric047

    0 downloads

    Fabric047 PBR materialCC0 Public Domain
  4. AmbientCG

    Fabric046

    0 downloads

    Fabric046 PBR materialCC0 Public Domain
  5. Work is continuing on my upcoming scifi mega pack that is inching closer and closer to being released - today I decided to compile a few PBR materials that I created as some more tests in substance painter. The below images show a simple 3ds max scene that I blocked out in a few minutes as well as some renders from substance painter. Materials available in uncompressed PNG format and are 2k textures. They are also perfectly seamless and will tile in all directions. I am providing these free of charge to be used for shader testing in the new engine, your own projects, or for learning purposes. They are not set up for a legacy normal-specular workflow so if you want to use them in the current version of leadwerks, you will have to follow some tutorials online to generate a spec-gloss map using your preferred photo editor. Thanks for the continuing support in this huge undertaking, still a lot of work left to do but I am hoping for a release around the end of this year to the beginning of next year. If there are any questions about the pack or the files that I am giving away, please do not hesitate to ask here or in my work in progres thread: -TWahl PBR_scifi_test_materials_free.7z
  6. The most used wokflow is metal/roughness (I think) metalness gives the environment reflection amount. roughness does two things spreads the light so environment reflection would be more blurred spreads the light so specular reflection from light sources would be spread/blurred . Like this: I'm not doing PBR discussion on how to correctly compute energy conservation and all that. It's not really important. But looking at some of the methods anyway on how metal and roughness workflow works. The shader I have used is not accurate PBR shader, but the results are almost similar from what I can tell Usage in Leadwerks 1. Download and install the substance addon from the workshop. [ http://www.leadwerks.com/werkspace/page/viewitem?fileid=658772226 ] WARNING, this will overwrite lighting shaders for directional, point and spotlight in order to read GLOSS However all your old materials not using substances will look almost the same so you don't need to do an all substance game if you don't want to, you can mix. 2. Export materials from tools like Substance Designer (they will fit right in) using the metalness/roughness workflow or just create your own from scratch, metals are pretty easy to do using just Leadwerks. Exports from Substance Designer should be set up like this with 7 textures: Texture Tab slot 0 (Diffuse) - diffuse/color/albedo map slot 1 (Normal) - normal map slot 2 (Specular) - roughness map slot 3 (Displace) - height map (this texture isn't used, but will be here for future use) slot 4 (Texture 4) - metal map, black is non metal, white is full metal slot 5 (Texture 5) - AO map, this is multiplied by diffuse/color, so use a white if you don't have an AO one. slot 6 (Texture 6) - ***Environment map, used for reflection and ambient, this map must have (important settings) Compression : uncompressed FilterMode : smooth Generate mipmaps, yes Clamp : X,Y,Z ps! Leadwerks default skybox doesn't contain any mipmps and source is not provided and therfore is is useless for usage with substances . ***In game environment mapping (for slot 6) Not so smooth but a possible way: http://www.leadwerks.com/werkspace/topic/11224-skybox-rendering/#entry82736 Properties Tab Usually Leadwerks created materials have Specular values set to 128,128,128,128 But we're using these for tuning/offsetting substances, so a good starting point is 255 across the board. A = modifier for ambient envmap lighting (multipled by texture value) R = modifier for the roughness value after specular is read from texture and modified by S S = modfier for the specular term (multipled by texture value) M = modfier for metalness (multipled by texture value) Usually you do not need to tune these since metal, roughness and env are all read from textures, but they are there if you want to fine tune. Shaders Tab Two choices, substance_static.shader for most models substance_anim.shader for bone animated models. Don't have Substance Designer? (neither do I) Ok, very well but I don't have Substance Designer and I need to make gold and iron. That is quite easy: Creating metals from scratch using just Leadwerks, lets make gold: Gold RGB color (google the values): Normalized = 1.000,0.766,0.336 or RGB = 255,195,86 1. Create a new material 2. Assign basic textures an all 7 slots. 0 - white.tex 1 - any normal texture 2 - black.tex 3 - - 4 - white.tex 5 - white.tex 6 - env.tex 3. Adjust diffuse color to 255,195,86,255 (gold color) and Specular to 255,220,255,255 (applying abit roughness) 4. Assign the substance_static.shader: For Iron, use same setup in textures, but these values for diffuse/specular:
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