Fallout 4 Texture Maps: Unterschied zwischen den Versionen

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Normals (_n.dds) are usually details baked down from a high poly mesh onto the low-poly mesh. It contains smaller bumps (sometimes also called Bump Map) and roundings to make your lowpoly model look better (almost as good as the high poly one). They're not painted in software like photoshop as they contain vector data.
Normals (_n.dds) are usually details baked down from a high poly mesh onto the low-poly mesh. It contains smaller bumps (sometimes also called Bump Map) and roundings to make your lowpoly model look better (almost as good as the high poly one). They're not painted in software like photoshop as they contain vector data.


The SpecGloss map (_s.dds) is used for specular (strenght of reflection) and glossiness (inverted roughness) of your object. The red channel is specular level, the green channel is glossiness. As FO4 uses PBR rendering, you have to differntiate between metals and non-metals. Metals get their color from specular reflections and cube mapping. They're black on diffuse. They're usually bright red to bright yellow on the SpecGloss map. Non-metals (wood, plastic, painted! metals ,rust) get their color mostly from their diffuse map (_d.dds). They're either dark red (rough eg. wood) or bright green (shiny smooth plastic) on the SpecGloss map.
The SpecGloss map (_s.dds) is used for specular (strenght of reflection) and glossiness (inverted roughness) of your object. The red channel is specular level, the green channel is glossiness. As FO4 uses PBR rendering, you have to differntiate between metals and non-metals. Metals get their color from specular reflections and cube mapping. They're black on diffuse. They're usually bright red to bright yellow on the SpecGloss map. Non-metals (wood, plastic, painted! metals ,rust) get their color mostly from their diffuse map (_d.dds). They're either dark red (rough eg. wood) or bright green (shiny smooth plastic) on the SpecGloss map.
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* Wenige Polygone (Verschiedenes Inventar und Weltobjekte) 512x512
* Wenige Polygone (Verschiedenes Inventar und Weltobjekte) 512x512
* Viele Polygone (Kunst, magazine, Bücher) 1024x1024
* Viele Polygone (Kunst, magazine, Bücher) 1024x1024
<ref>Formate https://forums.nexusmods.com/topic/13484832-what-is-current-best-practice-for-fallout-4-dds-texture-formats/ (abgerufen am 24.11.2024)</ref>
 


FO4 (DirectX 11)
FO4 (DirectX 11)
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* alternativ  BC7 (DirectX 11) für alles außer _n und _s
* alternativ  BC7 (DirectX 11) für alles außer _n und _s
=== _s maps ===
=== _s maps ===
Basisartikel <ref>GaigeStorm's Fallout 4 Normal and Specular map Tutorial https://www.nexusmods.com/fallout4/mods/22114?tab=posts (abgerufen am 28.11.2024)</ref>
_s maps täuschen PBR vor
_s maps täuschen PBR vor
Es müssen alle Spec-Maps zwischen Gelb und Rot, Gelb und Grün liegen, und der blaue Kanal (unbenutzt) muss schwarz sein.
Es müssen alle Spec-Maps zwischen Gelb und Rot, Gelb und Grün liegen, und der blaue Kanal (unbenutzt) muss schwarz sein.
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# speichern als BC5 ATI2n (dunkelbraun/grünlich) Blau wird ignoriert
# speichern als BC5 ATI2n (dunkelbraun/grünlich) Blau wird ignoriert
FO4 _n maps haben keinen alpha-Kanal
FO4 _n maps haben keinen alpha-Kanal
== Siehe auch ==
* [[RGB Split in paint.net]]
* Diskussionen auf Nexusmods:
** n.dds and s.dds https://forums.nexusmods.com/topic/8145523-ndds-and-sdds/ (abgerufen am 04.12.2024)
** Demystifying Textures - Strategies to simultaneously maximize visuals and lower VRAM  https://www.nexusmods.com/fallout4/mods/25799?tab=posts (abgerufen am 27.11.2024)
** What is current best practice for Fallout 4 DDS texture formats ? https://forums.nexusmods.com/topic/13484832-what-is-current-best-practice-for-fallout-4-dds-texture-formats/ (abgerufen am 24.11.2024)
** GaigeStorm's Fallout 4 Normal and Specular map Tutorial https://www.nexusmods.com/fallout4/mods/22114?tab=posts (abgerufen am 28.11.2024)


[[Kategorie:Fallout_4]]
[[Kategorie:Fallout_4]]
[[Kategorie:Bildsynthese]]
[[Kategorie:Bildsynthese]]

Aktuelle Version vom 4. Dezember 2024, 15:38 Uhr

Normals (_n.dds) are usually details baked down from a high poly mesh onto the low-poly mesh. It contains smaller bumps (sometimes also called Bump Map) and roundings to make your lowpoly model look better (almost as good as the high poly one). They're not painted in software like photoshop as they contain vector data.

The SpecGloss map (_s.dds) is used for specular (strenght of reflection) and glossiness (inverted roughness) of your object. The red channel is specular level, the green channel is glossiness. As FO4 uses PBR rendering, you have to differntiate between metals and non-metals. Metals get their color from specular reflections and cube mapping. They're black on diffuse. They're usually bright red to bright yellow on the SpecGloss map. Non-metals (wood, plastic, painted! metals ,rust) get their color mostly from their diffuse map (_d.dds). They're either dark red (rough eg. wood) or bright green (shiny smooth plastic) on the SpecGloss map.

  • Wenige Polygone (Verschiedenes Inventar und Weltobjekte) 512x512
  • Viele Polygone (Kunst, magazine, Bücher) 1024x1024


FO4 (DirectX 11)

  • _d BC1 DXT1 (ohne alpha)
  • _d BC3 DXT5 (mit alpha)
  • _n BC5 Linear (intel)
  • _s BC5 Linear (intel)
  • alternativ BC7 (DirectX 11) für alles außer _n und _s

_s maps

_s maps täuschen PBR vor Es müssen alle Spec-Maps zwischen Gelb und Rot, Gelb und Grün liegen, und der blaue Kanal (unbenutzt) muss schwarz sein.

  • R Metalleigenschaften, Graustufenbild
  • G Glanz, Graustufenbild
  • B schwarz

ergibt rot/orange/grün, speichern als BC5 ATI2n, kein alpha

_n maps

  1. klassische Map anfertigen (bläulich)
  2. speichern als BC5 ATI2n (dunkelbraun/grünlich) Blau wird ignoriert

FO4 _n maps haben keinen alpha-Kanal

Siehe auch