Texture conversion to PBR materials using Nvidia Texture Exporter
To convert textures into PBR materials using the Nvidia Texture Exporter, apply the following settings to ensure optimal results.
General settings
Generate mipmaps: ✔️
mipmap options:
Filter type:
Box - for testing purposes
Kaiser - for production use
Override filter width : leave blank
Premultiplied alpha blending: leave blank
Effects: leave blank
Compression Effort:
Normal - for testing purposes
Production - for production use
Scale / Bias output - do not use
Wrap to output range: leave blank
Scale alpha to mipmap coverage : leave blank
Settings for leaf and grass textures
Format: BC3
Gamma Correct: ✔️
Premultiplied alpha blending : leave blank
Scale alpha to mipmap coverage : ✔️
Settings for Diffuse texture maps
Format: BC1 / BC1a / BC7
Image Type: Color map
Gamma Correct: ✔️
Settings for Roughness, AO, Metallic maps
Format: BC4u
Image Type: Color map
Gamma Correct: leave blank
Settings for Normal maps
Format: BC5u
Image Type: Color map
Gamma Correct: leave blank
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