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Comments (5)

AraHaan avatar AraHaan commented on June 15, 2024

I do not think there is a need to atlas metallics and roughness maps because they are a shader thing no? A thing not directly loaded to vram?

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RedSpeeds avatar RedSpeeds commented on June 15, 2024

The workflow intended here is that in substance you make the metallics and roughness maps and then you load them into blender then in CATS you combine them thru your addon and id be nice if the metallics and roughness set on those materials can be atlassed as well so that we can move the atlas into unity for the final shader

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AraHaan avatar AraHaan commented on June 15, 2024

The workflow intended here is that in substance you make the metallics and roughness maps and then you load them into blender then in CATS you combine them thru your addon and id be nice if the metallics and roughness set on those materials can be atlassed as well so that we can move the atlas into unity for the final shader

Easier said then done with a mesh uses:

  • RGB node that gets atlas'd as 10x10 px
  • has a metallic and roughness map of greater than that size in pixels as images.

The extension messes with the UV on it somewhat, how will it know to grab it at the proper place in the metallic, roughness, and alpha maps that can be at any big size btw?

I guess there could be sections where it would atlas all of those first before the primary basecolor (including emmission maps) and then once you atlas the base colors that is it, they get frozen into the resulting single material.

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RedSpeeds avatar RedSpeeds commented on June 15, 2024

The Metallic and roughness map would be a separate image. Im not too much aware of the technical details of this personally

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AraHaan avatar AraHaan commented on June 15, 2024

The Metallic and roughness map would be a separate image. Im not too much aware of the technical details of this personally

Yes, but it would have to be aware of the UV as well and the UV can be problematic for some people.

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