BumbleBeeJBG 1 Posted December 20, 2020 Share Posted December 20, 2020 (edited) I've been trying to get this going for days. Is there anyone who can explain how this shader is supposed to work? I've tried every combination of channels, is the below correct? It's the best I can figure trying to look at the shader code in Parttools. The models still appear to have a complete metal or some other over-arching value applied to the gloss or specular values. Thanks all, this has been driving me nuts! Diffuse File: RGB - Diffuse map A - Gloss map Bump RGB - Normal map Specular RGB - Specular Map Edited December 20, 2020 by BumbleBeeJBG Quote Link to post Share on other sites
BumbleBeeJBG 1 Posted December 20, 2020 Author Share Posted December 20, 2020 Here's what it looks like. I'm not particularly worried about the bump map not translating at the moment, I just need to figure out how to work with it in the game engine. I really just need accurate "PBR" (scare quotes!) representation from standard programs to KSP-weirdness. https://imgur.com/oRiddz4 Quote Link to post Share on other sites
Nertea 15,233 Posted December 30, 2020 Share Posted December 30, 2020 You're more or less correct. However there is no need for the A channel in the diffuse slot because it is unused. But... you'll notice something missing. Sadly, you can't do accurate PBR in KSP because the shader doesn't implement smoothness/roughness as a map, only as a single value for the whole material. Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.