Professional Documents
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040220
Assumptions:
1. You are comfortable with your image-editing software and know about editing specific RGBA
channels - white = higher value, black = minimum value
2. You know how to make a ‘regular’ normal map – If not, an easy way to make one for a material
is to convert it into a height map, then use the height map to generate the normal map - see this
3. You know how to use blender ( Blender internal rendering engine) and bake multiple materials
to one object texture - see this tutorial
Table of Contents
Theory ................................................................................................ 3
What is PBR? ................................................................................... 3
What is a normal map? ................................................................... 3
PBR in Xplane................................................................................... 5
Examples by Ilias Tselios: ................................................................. 7
Workflow Suggestions ....................................................................... 8
Detailed Technique ......................................................................... 8
Simpler Workflow: hand-painting ................................................. 10
Quick-Start Notes/Summary ............................................................ 11
Theory
What is PBR?
It enables the game engine to ‘simulate’ the different ways in which light (mostly reflections)
interacts with different materials.
This can make materials look more realistic if done correctly. You can thus produce shiny
glass windows as part of the same object as a light metal, and in turn, the light will reflect
differently of both surfaces.
In the case of XPlane, the normal map also can store PBR information in its channels.
An XPlane normal map can use up to four channels: R,G,B,A. The way to think of these
channels is that each channel stores information about a pixel in a normal map.
When viewing individual channels, they are generally displayed in black and white. Black
represents minimum channel value, and white represents the maximum value. Any values in
between the extremes will be shown as a shade of grey.
PBR in Xplane
XPlane models two types of reflections:
The diagram below illustrates how a smooth surface (left) produces a clearer reflection than
a rough surface (right). This is because a rough surface has lots of micro-surfaces with
normals in lots of different directions. This means that light rays will bounce off at different
angles as their angle of incidence is different depending on which micro-surface they hit. This
causes the light to scatter. X-Plane 11 conserves energy between diffuse and specular
reflection – having a stronger specular reflection reduces the amount of diffuse reflection
automatically; in this way highly glossy and reflective materials don’t appear to be overly
bright compared to matte materials.
Roughness Smoothness
Xplane also models something called the Fresnel Effect. This is how a surface’s reflectance
varies depending on the angle which you view it at.
In PBR, materials exist as dielectrics or conductors, with the latter being more electrically
conductive. Dielectrics have different reflection properties to metals. The more metallic a
material is:
1. The greater its tendency to have its reflections tinted by the environmental light.
2. The higher its reflectance at given viewing angles.
The goal of modelling base reflectance is to make metals looks more like metals. Note that
painted metals are treated as dielectrics.
Workflow Suggestions
Detailed Technique
This is how I like to do things when it comes to PBR implementation.
We now have 3 maps per material: A) After creating your object and baking
1. Normal (blueish color) the diffuse textures, import the three B) Re-bake the same UV layout for each
maps we created into each material's of the three maps (if you're using all
2. Metallic (black and white) texture slots. Use the settings on the next three). Use the settings on the next page.
3. Smoothness map (black and white) page.
Displacement normal (left), Smoothness map (middle left), metallic map (middle-right) merged PBR normal (right).
These are for an entire object and include multiple PBR materials
Quick-Start Notes/Summary