![]() X-Plane 10 uses combined normal and specular level maps in a single texture. X-Plane supports only one UV map per OBJ – that UV map is used for all textures: the day time (albedo), night LIT (emissive) and normal map textures. Specular levels are a non-PBR X-Plane 10 concept.Ī Gloss Map defines which parts of a texture are smooth, and replace specular level maps in X-Plane 11.Ī “UV” map is the mapping of texture coordinates onto your model–that is, it is the shape of how your textures are applied to the mesh. (Specular maps are similar to ATTR_shiny_rat in their effect.). See the Creating Normal Maps section below for information on creating normal maps from bump maps.Ī Specular Level Map (or shininess map) is a texture that defines which parts of a surface are shiny, on a per-pixel basis. X-Plane does not use bump maps it only uses normal maps. ![]() ![]() Bump maps encode the height as a gray-scale image. Normal maps encode the direction of light reflections using RGB colors.Ī bump map is a texture that defines the height of bumps on a surface, on a per-pixel basis. A normal map is a texture that defines which way light bounces off a surface, on a per-pixel basis. ![]()
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