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Reflective Textures (PBR). Help!


BIOHAZARDCURE

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So in the pre-war segment we can see mister handy has a very shiny metal texture. From what I understand that is due to pbr physically based rendering. I have a mod request to make the machete use this same technology to make it reflective (like mister handy). I would aprreciate any infromation on how to edit the dds files to make this happen! Thanks guys.

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I dont think theyre using pbr for 2 reasons. One is that the materials call upon a spec texture seen by the _s.dds files. Another reason is that when you follow him into the baby's room you can still see the "reflection" of the kitchen.
That being said I think his material is using a cube map so you can actually take that material probably located under materials/actors/codsworth or something along those lines and then open it to see what textures its calling, again probably textures/actors/codsworth or something like that. Copy the material (.bgsm) file and the texture files (.dds) into your mod folder then change the textures to the machete textures but keeping the "codsworth" name
doing this will change the codsworth material and most likely all other mr handys
if you want to change the names so this doesnt happen I'm working on a tut video so that should be out soon
best of luck man

 

but even after all of that you'll be "reflecting" the pre war kitchen lol

 

EDIT:
I just saw a post saying the updated creation engine does utilize PBR so I'll take a look later tonight

Edited by xxdeathknight72xx
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EDIT: After taking a closer look at the textures and the way they are made, it doesn't really match PBR very well, so this comment might not be accurate for Fallout4 afterall.

 

The engine does use PBR. PBR can work with a Specular workflow (ie: albedo, specular, gloss) or a Metalness workflow (ie: base color, metalness, roughness). It depends on what the engine is programmed to use.

 

When using specular workflow in PBR, the specular will usually be a dark grey for everything non-metal. Usually, only metal should have bright specular values (emphasis on usually, there's always exceptions). Specular also is where metals draw their color, so the albedo color for bare metal areas is usually black or almost black.

 

For a visual example of PBR specular textures you can check this revolver 3d realtime preview: https://www.artstation.com/embed/1416780 Click on the three diagonal bars button on the top right to see each texture separately (here the specular texture is referred to as reflectivity). You'll see the chamber and trigger are the some of the brightest areas in the specular channel, since they are bare metal. The rest of the gun's metal parts are covered in paint which is not metal so it is a lot darker in the specular.

 

So to make a machete shinier you'll probably want to tweak both Specular and Gloss. Just note that specular is usually a measured and rather specific value for the material (see guide below for more on this). Gloss on the other hand can be tweaked with a bit more liberty without messing the appearance of the model.

 

For detailed PBR info I'd recommend checking this guide: https://www.allegorithmic.com/pbr-guide

Edited by Yogensya
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