PBR Basics Antb1
PBR Basics Antb1
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
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THE BASICS OF PBR IMPLEMENTATION IN XPLANE
Table of Contents
Theory .............................................................. 1
What is PBR? ................................................................. 2
What is a normal Map? .............................................. 3
PBR in XPlane ................................................... 5
Workflow suggestion .................................................... 6
Simpler workflow suggestion ..................................... 8
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THE BASICS OF PBR IMPLEMENTATION IN XPLANE
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.
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THE BASICS OF PBR IMPLEMENTATION IN XPLANE
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.
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THE BASICS OF PBR IMPLEMENTATION IN XPLANE
PBR in Xplane
XPlane models two types of reflectiveness:
Type What does it do Where in the _NML is this
information stored
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.
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THE BASICS OF PBR IMPLEMENTATION IN XPLANE
Workflow Suggestion:
This is how I like to do things when it comes to PBR implementation
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THE BASICS OF PBR IMPLEMENTATION IN XPLANE
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THE BASICS OF PBR IMPLEMENTATION IN XPLANE