3D Textures †
This section describes textures used in 3D models.
When using the PBR (Physics-Based Rendering) shaders available in Bakin, the following three texture maps should be prepared.
- Albedo Map Texture
- Normal Map Texture
- Mask Map Texture
Details are explained in the section below.
Specifications: Textures †
BMP and PNG file formats are available.
BMP format: Less deterioration in image quality
PNG format: file size can be reduced
Please choose the one that best fits your situation.
The texture name can also be specified for each element with a specified suffix, which will automatically be specified in place when the model is loaded.
- Albedo Map: *****_albedo (The albedo map of the material will be automatically specified.)
- Normal Map: *****_normal (The normal map of the material is automatically specified.)
- Mask Map: *****_mask (The mask map of the material is automatically specified.)
(Automatic setting also requires texture settings on the fbx model side.)
We will discuss each texture using the dresser model texture below as an example.
- Albedo Map
The albedo map is a texture that serves as the base color of the object.
Object shadows and highlights are textures that are not drawn in, and shadows and highlights are represented by a normal map or mask map combined with rendering specifications.
Also, when using alpha extraction, specify a mask for the alpha channel of the albedo map.
- Normal Map
Normal maps can be used to simulate the surface roughness of the model.
As the angle of the light changes, the position of the highlights, etc., also changes.
- Mask Map
The mask map textures handled by Bakin are emissive, roughness, metallic, (+ specular) all in one.
Create a mask map texture with emissive, roughness, and metalness stored in each RGB(A) channel of the mask map texture.
- R channel: Emissive mask(Used for the intensity of self-emission. The area masked by white will glow. The color and emission intensity above 1 are specified separately in the material properties.)
- G channel: Roughness map(This map expresses the roughness of the surface. 0 (black) gives a smooth surface, and 1 (white) gives a matte texture.)
- B channel: Metal map (The map represents metals, with 0 (black) representing plastic and 1 (white) representing metal.)
- Alpha channel: Specular map (the map of gloss intensity, specifying the intensity of reflected light, highlights, etc.)
Texture Tips †
- Albedo Texture Settings
Be sure to turn on the "SRGB Setting" for images to be used as albedo textures.
Please note that this will have an unintended appearance if it is turned off.
- When Using Normal Maps
When using shaders with configurable normal maps, be sure to turn on "Tangent Space" in the fbx export settings.
(If OFF, it will not be displayed correctly.)