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

Last updated