Daz MDL shader for UE (Occlusion/Roughness/Metalic) or Unity (Smoothness/Metallic) maps

I downloaded an obj from 3rd party store but not sure how to set up shaders.

It came with UE maps, which is a combined map of Occlusion, roughness, and metallic all flattened into the RGB channels of an image.

Alternatively, there was a Unity map, which has Smoothness and Metallic flattened into grayscale image.

(Examples of what they 'look' like attached - actual textures are pngs)

 

Any one have shader set up to use either of these maps? 

 

OcclusionRougnessMetallic.JPG
891 x 884 - 163K
SmoothnessMetallic.JPG
896 x 895 - 160K

Comments

  • lilweeplilweep Posts: 2,487

    I notice that the 'Classroom Props' product (https://www.daz3d.com/classroom-props) has a shader setup for an 'RMA' type map.

    I wonder if this is actually the correct way to do it and if the RMA = Roughness, Metallicity, Ambient Occlusion and whether the RMA are assigned to the same channels of RGB as in my maps.  E.g., their map might be RMA but mine might be ARM, in that order.

    Guess i will do some analysis of the RGB channels in photoshop and see what makes most sense.

    RMA.jpg
    2592 x 1272 - 337K
  • lilweeplilweep Posts: 2,487

    meh i guess easier to just split out channels in photoshop and then use Daz Uber Base.

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