Hi,
I've been designing a lot of 3d models lately and adapted a new workflow that detours to Quixel for texture design. It is a totally different approach from the classic texturing and can result in spectacular results. However, translating the textures back to FSX / P3D prove to be difficult. I have some success now and want to put that up for discussion, since I know that I'm not the only one here who experiments with that. I'm also still learning on the subtleties of specular and reflection mapping, I'm sure there a a lot of people who know more on that than me.
So here's what I have found:
Quixel exports five different kind maps, which partly have to be merged as follows:
albedo + AO map ----------------> merge in Photoshop, albedo as base layer and AO as second layer, set AO layer blend mode to multiply. Dial in the effect via opacity. -------> export as DDS, which will become the diffuse map with no alpha channel. Should be suffixed "_T" in the map name as per SDK.
specular + gloss map -----------> merge in DxtBmp. Specular is base, gloss map must be loaded in the alpha channel. In the material config, "Blend environment by specular alpha" must be set to "TRUE". Reflection and specular scale must be set to the right parameters (my main difficulty). Should be suffixed "_T_Specular" in the map name as per SDK.
normal map ---------------> Bump map, rather. A normal map is derived from the normals of a highly detailed model (hence the name) and imposed on a low poly counterpart to make it look detailed, in my book. Anyway, Quixel converts this to the directx format and does so all right. Should be suffixed "_T_Bump" in the map name as per SDK.
I made a quickie of a test rig in 3ds max that consists of three 1 sq-meter curved objects with a bump map showing rivets and a few other details. I chose glossy paint, natural aluminum and highly polished aluminum as materials, because they are the hardest to depict. The maps are in 4096sq size to get high detail and all the impurities that Quixel throws at them. The rig looks in Quixel like this, in the basic renderer:
In sim, in the moment during early morning because the reflections are still too bright (I'm not there yet), it looks like this (I did not alter the base textures except for mixing them as I described above), they are just as Quixel exported them):
Another important thing I found is that you can not rely on what ModelconverterX depicts. I suspect that the lighting values in MCX and the sim are quite different.
I can bundle the test rig model and the texture maps for download if anyone wants to experiment himself.
Cheers,
Mark
I've been designing a lot of 3d models lately and adapted a new workflow that detours to Quixel for texture design. It is a totally different approach from the classic texturing and can result in spectacular results. However, translating the textures back to FSX / P3D prove to be difficult. I have some success now and want to put that up for discussion, since I know that I'm not the only one here who experiments with that. I'm also still learning on the subtleties of specular and reflection mapping, I'm sure there a a lot of people who know more on that than me.
So here's what I have found:
Quixel exports five different kind maps, which partly have to be merged as follows:
albedo + AO map ----------------> merge in Photoshop, albedo as base layer and AO as second layer, set AO layer blend mode to multiply. Dial in the effect via opacity. -------> export as DDS, which will become the diffuse map with no alpha channel. Should be suffixed "_T" in the map name as per SDK.
specular + gloss map -----------> merge in DxtBmp. Specular is base, gloss map must be loaded in the alpha channel. In the material config, "Blend environment by specular alpha" must be set to "TRUE". Reflection and specular scale must be set to the right parameters (my main difficulty). Should be suffixed "_T_Specular" in the map name as per SDK.
normal map ---------------> Bump map, rather. A normal map is derived from the normals of a highly detailed model (hence the name) and imposed on a low poly counterpart to make it look detailed, in my book. Anyway, Quixel converts this to the directx format and does so all right. Should be suffixed "_T_Bump" in the map name as per SDK.
I made a quickie of a test rig in 3ds max that consists of three 1 sq-meter curved objects with a bump map showing rivets and a few other details. I chose glossy paint, natural aluminum and highly polished aluminum as materials, because they are the hardest to depict. The maps are in 4096sq size to get high detail and all the impurities that Quixel throws at them. The rig looks in Quixel like this, in the basic renderer:
In sim, in the moment during early morning because the reflections are still too bright (I'm not there yet), it looks like this (I did not alter the base textures except for mixing them as I described above), they are just as Quixel exported them):
Another important thing I found is that you can not rely on what ModelconverterX depicts. I suspect that the lighting values in MCX and the sim are quite different.
I can bundle the test rig model and the texture maps for download if anyone wants to experiment himself.
Cheers,
Mark