Texture Conversion in Gem RTS
Last updated
Last updated
Texture conversion is necessary for transforming texture sets created for Phong materials into material components. In the Gem RTS engine, the conversion process can be performed automatically using material schemes created in the Scheme Editor.
Phong material components
The lightmap
is baked into the diffuse
texture map, located in a separate upper layer of the original .tif
file and overlaid on the color map using the Multiply Blend mode.
Specular
texture map is used to define the shininess and reflectivity of surfaces..
PBR material components:
The diffuse
texture retains only the material color, while the lightmap
is transferred to a separate ambient occlusion
texture.
Metallic
and roughness
texture maps are used to simulate how light interacts with surfaces in a realistic way
Using conversion blocks in the Scheme Editor, you can create material schemes that automatically convert Phong texture sets into PBR materials during rendering.
The conversion works by transforming Phong texture sets (diffuse and specular) into PBR components diffuse, metallic, roughness, and ambient occlusion. The generation of PBR materials from Phong texture sets is based on the following assumptions:
Metallic
A high specular
value corresponds to the physical properties of metal.
The lower threshold of specular
brightness, beyond which metals begin, is taken into account.
Roughness
The higher the specular value, the smoother and more reflective the material.
The minimum specular brightness value is taken into account to avoid very smooth surfaces. The original scheme's specular_power
parameter indicates the glossiness of the surface.
Ambient Occlusion
Ambient occlusion
is baked into the diffuse texture.
Lower brightness values of the diffuse texture are taken as a sign of ambient occlusion
.
Specular to metallic and roughness
specular
metallic,
roughness
Diffuse to ambient occlusion
diffuse with baked lightmap
clean diffuse
ambient occlusion
Launch the Scheme Editor.
Open the Phong material scheme.
Add Conversion blocks to the scheme.
Connect the Phong diffuse
and specular
textures to the input pins of the Conversion blocks.
Combine all data from the output pins of the Conversion blocks into the Material block with the chosen lighting method.
Save the scheme to the /gem2
folder.
Example of using conversion blocks in the bump material scheme from the gem2 folder
New PBR material schemes can be created using the Scheme Editor.
Using conversion blocks in the material scheme, Phong texture sets (diffuse, specular) are transformed into PBR material components (diffuse, ambient occlusion, metallic, roughness) automatically during rendering.
Extract the lightmap from the diffuse texture and save it as a separate ambient occlusion texture using a graphic editor.
The specular map is converted into metallic and roughness components using a conversion block in the material scheme.
Steps:
Transfer the lightmap
from the Phong diffuse
texture to a separate ambient occlusion
texture.
Convert the Phong specular
texture to a roughness
texture map. Usually, inverting the specular
image and adjusting it with levels is sufficient.
Create a metallic
map based on the Phong specular
texture, leaving the brightest areas white (metallic = 1).
Assemble the PBR material scheme in the Scheme Editor using the PBR material texture maps.
When creating new models, it is recommended to assign materials from the pbr/
folder.
Material schemes from the gem2/
folder support the automatic conversion of Phong texture sets to PBR material during rendering.
In 3D Max, assign the PBR material scheme to the model.
Export the model to the game using the 3D Max Plugin. During export, the .material file in the model folder is automatically updated to include the material scheme and the paths to the textures for the material components.
Open the .material
file from the model folder using a text editor.
Replace the material scheme name and paths to the corresponding PBR textures (textures must be in .dds
format).