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first of all: thanks for making this tool and providing it to the community!
I'm relatively new to the HDRP workflows in unity, and I stumbled across those things called "mask map" and "detail map" (I assume that's how most folks end up here).
Here's the thing: I have a bunch of textures (diffuse, normal, displacement, roughness) and I want to create an HDRP-compatible material from them.
What I definitly do not want to do is concern myself with which color channel from the input textures goes into which color channel in the output textures. Also, I do not want to concern myself with the technical differences between a roughness and a smoothness map, or a metallic map vs a specular map.
Essentially, what I would very much like to have, is a UI which has input slots for:
diffuse texture
normal texture
roughness texture OR smoothness texture (let the user decide which it is, e.g. toggle button)
ambient occlusion texture
metallic texture OR specular texture (let the user decide which it is)
... all the other textures ... (I don't even know how many there actually are)
... and a single bake button. Clicking that produces the mask and detail maps.
Provided that unity decides to keep the channel mapping the same, this could be hardcoded into a single user-friendly UI without too much hassle, building upon the capabilitites this tool already provides.
That does not mean that the current UI is useless; it is extremely powerful and should be retained. But a more basic UI with the singular purpose of creating HDRP-compatible texture maps would suit a lot of people's needs, while taking complexity out of their process (and into the inner workings of the tool).
I think this would be immensely helpful and a one-time effort, for as long as Unity keeps the mapping formula the same.
The text was updated successfully, but these errors were encountered:
I have been using your tool for about one month, and I got some bugs.
In addition to the above request, I hope you to fix this bug.
The editor layout will be broken after starting game or close Unity.
And, why the default exporting file format is JPEG?
So many time I had to change JPEG to PNG.
I'm sure this tool is very helpful, but there is so many room of improvement. I wish your next version of this tool!!
Hi,
first of all: thanks for making this tool and providing it to the community!
I'm relatively new to the HDRP workflows in unity, and I stumbled across those things called "mask map" and "detail map" (I assume that's how most folks end up here).
Here's the thing: I have a bunch of textures (diffuse, normal, displacement, roughness) and I want to create an HDRP-compatible material from them.
What I definitly do not want to do is concern myself with which color channel from the input textures goes into which color channel in the output textures. Also, I do not want to concern myself with the technical differences between a roughness and a smoothness map, or a metallic map vs a specular map.
Essentially, what I would very much like to have, is a UI which has input slots for:
diffuse texture
normal texture
roughness texture OR smoothness texture (let the user decide which it is, e.g. toggle button)
ambient occlusion texture
metallic texture OR specular texture (let the user decide which it is)
... all the other textures ... (I don't even know how many there actually are)
... and a single bake button. Clicking that produces the mask and detail maps.
Provided that unity decides to keep the channel mapping the same, this could be hardcoded into a single user-friendly UI without too much hassle, building upon the capabilitites this tool already provides.
That does not mean that the current UI is useless; it is extremely powerful and should be retained. But a more basic UI with the singular purpose of creating HDRP-compatible texture maps would suit a lot of people's needs, while taking complexity out of their process (and into the inner workings of the tool).
I think this would be immensely helpful and a one-time effort, for as long as Unity keeps the mapping formula the same.
The text was updated successfully, but these errors were encountered: