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How to create PBR textures on maps, like in case of Jungle Rock Island?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Superneutrino, Feb 22, 2022.

  1. Superneutrino

    Superneutrino
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    Joined:
    May 20, 2018
    Messages:
    49
    Hello,

    I have a question reffered to the PBR textures, that are introduced in BeamNG:
    Can I work with them on maps? How do I create red looking roughness, ambient occlusion and even heightfield textures of a given texture when viewed in the terrain painter inside the world editor, lets say a blank orange png file (I know how to create a heightfield maps of a map terrain)?

    I'm planning to make a map of Saturn's moon titan, and I'm using currently a colour blank png file as a diffuse texture.
    I tried to create roughness, ambient occlusion and even heightfield textures from my diffuse file with the software Materialize made by Bounding Box Software, but I'm not satisfied with the results, since in the BeamNG editor in the upgraded terrain painter window, the ao, r and h textures don't look red. Also the complete terrain looks black/anthracite, similar like in this post:
    https://www.beamng.com/threads/pbr-textures-not-working.83283/#post-1393085

    I also tried to create r-/ao-/h- textures from the mentioned blank colour texture with the GIMP (v. 2.10) plugin insaneBump v.1.06 for Windows.

    My Specs:
    Windows 10 21H2 x 64
    RTX 2070
    Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz 2.21 GHz
    32,0 GB RAM

    Can it be that the work with PBR textures on maps will only be possible in the future, when the terrain painter of the world editor got overhauled?

    Cheers :)
    Superneutrino
     
    #1 Superneutrino, Feb 22, 2022
    Last edited: May 3, 2022
  2. Superneutrino

    Superneutrino
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    Joined:
    May 20, 2018
    Messages:
    49
    I also tried to create roughness and ao textures via Materialize by bounding box software (normal maps via the Normalmap+ plugin from paint.net), but I’m unsure about the properties roughness and ao texture files should have, so that they can be used properly on my map.

    Any ideas? :confused:
     
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