Can I Make A Template On Paint
Custom Spec Maps
Our rendering engine at present supports custom spec maps that can be used with custom paints. A spec map is a tga that tells the sim what properties the underlying materials on the custom pigment tga are made of. By altering individual pixels in a specific way, you lot tin can tell the sim if the pixel is metallic or nonmetallic, if the pixel is smooth or crude, or if It should be lit by our lighting engine or not. This should allow you to create all kinds of materials, from matte to chrome and everything in between!
Our sim uses Physical Based Rendering (PBR). Concrete Based Rendering uses shader and lighting models to accurately create materials that reverberate their real world counterparts. Instead of using a spec, gloss, and environment map to create the spec maps for a cloth, y'all simply decide if the material is metallic, and and then decide how shine the surface of the textile is. The shader does the rest. This greatly simplifies the process of creating spec maps.
To do all this PBR uses 2 textures to tell the sim how to display specularity:
Metal: This greyscale texture tells the sim if the pixel is metal or not, or something in-betwixt. If the pixel is metallic, then you use white (255,255,255 rgb). If the pixel is not metallic you utilize black (0,0,0 rgb). Typically, this is a yes or no question, though there are edge cases with some kinds of materials where you may want some form of grey. The metallic channel is the red channel in our spec maps
The roughness channel tells the sim how rough the surface of the object is. white (255, 255, 255 rgb) is very rough, and therefore isn't very reflective. Black (0,0,0) is totally shine and therefore very reflective. This channel replaces the green channel in our spec maps
Combining these 2 textures together allows you lot create near whatsoever form of textile on a per pixel basis.
In improver, we use an alpha aqueduct to make up one's mind what percentage of the metallic and roughness volition show on a cloth. Substantially this is a mask to allow you to turn off environs furnishings on parts of an object that you don't want them to show up on. It isn't used very often, and is mainly there to allow the states to mask reflections and spec lighting. An case of this is a pigsty in a trunk panel that isn't cut out in geometry. You lot don't want the lord's day to light this up, so you lot tin put the pigsty into the blastoff channel and the sim volition ignore it when it comes to displaying lighting effects.
Creating a PBR Specmap
We have edited the Photoshop templates of our cars so that they contain the spec map we use in our sim for each car that supports custom spec maps. Yous can employ this grouping equally the basis to create your own spec maps.
A PBR spec map in our simulator is congenital a bit differently than our car pigment scheme textures. Our PBR spec maps utilise 3 unlike greyscale maps, Metal, Roughness, and an Alpha map used to mask out lighting furnishings To keep from having to take three different tga files to correspond this, we instead utilize the RGBA channels in the TGA to house all iii textures in one file.
Reddish channel: Metallic
Dark-green Channel: Roughness
Blue Aqueduct: not used (we typically simply fill up it with white).
Blastoff Channel: Specular mask
Equally noted above the process of assembling a PBR map is different from a normal tga. Pasting greyscale images into a channel can lead to weird noise and RGB value artifacts. The all-time style to combine the unlike channels together is to edit the layer grouping of the metallic and roughness layers in Photoshop and prepare the blending options to the specific channel they are going to go into. And so for the Ruby aqueduct metal layer, I'll disable the dark-green and bluish layers. For the Light-green channel roughness map, I'll disable the scarlet and blueish layers. The blueish channel is unedited and nosotros leave it white typically. Doing this allows you to re-create and paste the completed paradigm into the lengthened of the spec map, or simply save the PSD file out as the spec map without having to individually paste the images into the corresponding color aqueduct separately.. An example of how to practise this shown below:
This procedure has already been washed to the custom spec map group in each template. But right click on the respective layer or layer group and go to blending options and you tin meet how we alter each channel then that they combine into one image.
The alpha channel (if needed, not all cars have them) would exist pasted into the blastoff channel on the spec map as yous would with any alpha channel.
This info graphic was created by game programmer donotnod and is very helpful when trying to determine Metal and Roughness values:
https://seblagarde.files.wordpress.com/2014/04/dontnodgraphicchartforunrealengine4.png
I've institute the data in that graphic image matches what nosotros get in our sim pretty well except we don't use a porosity channel. To get your metallic and roughness values, you lot simply pick an example that is similar to what you are creating, and apply the colour picker tool to grab the grayscale color you want to use.
When painting a metallic automobile, please note that metallic albedo colors need to be MUCH lighter than normal. As an example, a pixel that is going to be chrome on your custom auto should be white or very close to it. Your albedo colour in your custom paint scheme volition announced very dark if information technology's turned metallic in the spec map, and yous will demand to compensate for this in your tga.
Also annotation that we don't have a way to tell items stamped onto the car from the paint kit to be a particular cloth type. So car numbers, sponsors, etc. that are stamped onto the car volition announced as any cloth type yous have setup in the spec map that is in the UV space where the item is stamped.
Importing your Custom Spec Map into the Sim
To get your custom spec map into the sim, you will export the finished spec map every bit a 24 chip tga (32 bit tga if it has an alpha channel) named in the following format:
car_spec_"account number".tga
So if your business relationship number is 12345, you would proper noun the file:
car_spec_12345.tga
Note that these spec maps are in .mip format, not .tga format. The simulator has special support to enable the generation of a .mip from a .tga. For the player automobile only, the sim will first check for a .tga copy of the image, if the .tga is constitute, and is newer than the .mip or the .mip is missing, the sim will load the .tga and generate and save the .mip file from it in the same directory. In normal use still, the sim will ever load mips, and information technology is intended that customers will trade these custom spec/shiny maps as .mip files in trading paints (rather than .tga format). Using .mip format allows them to load much more than quickly.
Can I Make A Template On Paint,
Source: https://www.iracing.com/painttextures/
Posted by: freemanslingly1956.blogspot.com
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