ALBEDO & NORMAL IMAGES

ALBEDO & NORMAL IMAGES 1.0

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(layer_XX_Albedo & layer_XX_Normal.tga)

TGA is 24-bit without Alpha (8-bits per channel * 3 channels) (Supported Fomats: TGA, PNG, DDS, JPG)

You will have an Albedo and a Normal Map for each stratum layer
They must be named like shown above

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STRATUM LAYER COMPOSITE IMAGES - (layer_XX_MASK.tga)
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Each File is a Composite Texture for a Single Stratum Layer with Each Channel a Seperate Shader Node for Rendering Final Texure - Shader uses the Albedo/Normal/MASK Textures for Final Render of Complete Texture for Given Stratum Layer

  • 2048px x 2048px - Recommended, 1024px x 1024px could give decent results depending on tiling count
TGA is 32-bit (8-bits per channel * 4 channels) (Supported Fomats: TGA, PNG, DDS)
- "layer_00_MASK.tga" - (layer_00_MASK.tga - layer_08_MASK.tga)

Channels:
  • R: Metallic Mask (Default = Black)
  • G: Ambient Occlusion (Default = White)
  • B: Heightmap (Default = White)
  • A: Smoothness (For typical PBR Roughness Material Textures, invert Roughness for Smoothness)
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ALBEDO - (layer_XX_Albedo.tga)
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2048px x 2048px - Recommended, 1024px x 1024px could give decent results depending on tiling count

TGA is 24-bit (8-bits per channel * 3 channels)
- "layer_XX_Albedo.tga" - Color information for Stratum Texture

Channels:
  • RGB: Color
  • Alpha: Not Used (Save file WITHOUT Alpha)
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NORMALS - (layer_XX_Normal.tga)
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2048px x 2048px - Recommended, 1024px x 1024px could give decent results depending on tiling count

TGA is 24-bit (8-bits per channel * 3 channels)
- "layer_XX_Normal.tga" - Lighting information for Stratum Texture

Normals are important fo proper rendering of lighting. If lighting looks incorrect or strange in editor for texture, check your Normals. Also, Normals should be OpenGL and Not DirectX (If normals dont look correct, try flipping green channel)

Channels:
  • RGB: Normal Vectors
  • Alpha: Not Used (Save file WITHOUT Alpha)
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Kiliax
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