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Version: 2.1 Made for Bluedog Design Bureau 1.13 PBR Textures and TU/B9PS configs for BDB. I started this project a while back but put it on hold due to KSP2. Recent events have drawn me back to this project as it's now sorely needed in KSP. TU is one of the older graphical mods around but very few mods have have tried to take advantage of the suite of features it offers. I'm here to try and bring these features to BDB, and other stockalike mods (Tantares comes to mind as the Soviet counterpart to BDB). I initially started with the must have shiny's, the exposed steel of the Atlas and exposed Aluminium of the Agena and Titan, but the plan is to give everything PBR texturing, with a chronological slant. I'm currently updating the Titan to the new standard I've set for the Agena, Gemini is up next for new textures to complete the GATV-GLV set. What's included: BDB Bossart (Atlas) - Fully recolourable liveries (and engines) and custom metallic/smoothness maps, including an experimental ice variant. Set to be replaced in the next version of BDB so adjustments will be minimal. BDB Fenris (Thor) - Fully recolourable tanks, and bespoke metallic/smoothness maps, beta release BDB Prometheus (Titan) - Bespoke metallic/smoothness maps, recolourable liveries with a usability update for BDB 13.x BDB Belle (Agena) - Bespoke metallic/smoothness gloss maps and fully recolourable Agena BDB Inon (Centaur) - Basic metallic/smoothness maps BDB SAF Fairings - as the base launch vehicle gets textures so do the corresponding fairings Mod is designed around SSAO (Screenspace Ambient Occlusion) of post-processing add-ons being on. Please note that most publicly available TUFX/K3SP profiles have too much bloom in their settings for PBR. (A natural consequence of getting good pictures with old lighting and textures) Testing was done with blackracks TUFX profile with bloom and tuned off. Screenshots were made with Alverro tufx tuned down. The visuals of some saved craft will be reset. Some historical liveries may have to be manually coloured due to concerns about UI clutter. Since the VAB is mostly ambient lighting the Ambient Occlusion maps will come off as stronger than in Flight. Download from Github License: CC-BY-NC-SA Dependencies: *If using Deferred Rendering by blackrack then you need this fork of TU https://github.com/LGhassen/TexturesUnlimited/releases/tag/1.6.1.0 Compatibility for: Recommended Mods: Special thanks to @CobaltWolf and the BDB team for allowing me to create textures from the source material. Special thanks to @Rodger for keeping the mod usable while I was away.
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TU / SSTU Color Presets The following config file is intended to replace the stock SSTU list of colors for the recoloring option that can be used on any SSTU part to give it custom colors. This is a list of colors I use in my game-play and should give a large variety of gloss, metallic and matte color options. You can always add your own colors ofcourse by editting the cfg file for colors. Notice I mention colors a lot? Colors... SSTU Color Presets Spacedock [v1.11 11-04-2021] Works for SSTU/TU release for KSP 1.9.1 running on KSP 1.11.x To install: Unzip the archive and move the contents in the /GameData folder to your ../KSP/GameData directory. * note: upon installation this may effect some of the stock colors. REQUIREMENTS You need the following items installed to get these colors to look like they should. - SSTU 0.10.46.158 or later download link - KSP 1.6.1 or later, running in 64-bit mode and forced to DirectX11 TIPS TIP: Change the length of the recoloring GUI in the in-game Textures Unlimited settings menu. TIP: Specular and Metallic sliders It may sometimes not be evident which slider to use for what effect when changing existing, or making you own colors: - Specular: The amount of shiny. Setting to 0 will make the color matte, setting to 255 will make it a mirror gloss. - Metallic: This is basically a contrast slider, raising or lowring contrast from reflections. Set to 0 and it will be flat, set to 255 and you will get light to dark bands that exagerate the lighting. Specular 0 and Metallic 0 will give a matt paint effect, while specular 255 and metallic 255 will give a super metallic mirror effect. Warning: The higher the specular and metallic values, the darker it will look in space as there is no light source to reflect like with the omni-directional lighting in the VAB. Keep this in mind when using colors that look like mirrors in the VAB. Enjoy!
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Do we can expect PBR shader support soon for Substances Painter 2 ?
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Hi everyone! This plugin, mostly intended to part modders at the moment, will replace all common KSP part shaders by customized Unity Standard shaders. It replace automatically the part's shader when a mask texture is found in the mod folder. You will then be able to define Metallic, Smoothness, and Occlusion values: The Red channel defines the Metallic value, the Green channel defines the Smoothness value and the Alpha channel define Occlusion value. For Specular shaders, the Metallic value is not needed, so the red channel is unused. The archive contains mask textures for stock parts, made with a script. This is stil a WIP and some parts looks shinier than other. Current version : 0.04 Download : https://www.dropbox.com/s/qh714b3p6an1e9i/PBRShaderLoader_v0.04.zip?dl=0 Sources : https://www.dropbox.com/s/a2jeqd5a2jg8fd6/PBRShaderLoader_v0.04_src.zip?dl=0 License : WTFPL. Known problems : -The sky and the ground aren't reflected -Two faces of the reflection cubemap are inverted -The reflection probe is attached to the root part, not the center of the vessel Original post: