I keep seeing parameters mentioned with MTR articles, and they seem to be something to adjust the intensity of some PBR texture map appearances via the in game shader, but not sure. If true, how would one go about editing them and how would you do so, so say for example a specular map is more intense? or a normal map is more apparent?
There is some limited info on our wiki:
https://nwn.wiki/plugins/servlet/mobile?contentId=38175898#Standardmaterialinputs-ParametricInputs
Dave
Thank you, but sadly the link just goes to a blank white page. Tried using two different browsers as well.
Try ShaderMap 4. For most purposes the Basic (as in free) version will suffice. Just give it a diffuse map (eg your original texture) and it will generate height, normal, specular maps and ambient occlusion which NwN EE doesn’t use. Each of those maps have a number of parameters that you can alter before you save them. For other maps (particularly roughness) you will have to buy the pro version if you decide to use ShaderMap. Glow maps will need to be generated by hand.
As a general rule the brighter/paler that a specular map is the shinier it is.
TR
This work any better? Looks like my mobile device served up a slightly different link, sorry.
https://nwn.wiki/display/NWN1/Standard+material+inputs#Standardmaterialinputs-ParametricInputs
-Dave
Yes it works now, thank you! I will look them over and give it a shot. See what I can do.
Thanks! I actually have the pro version of ShaderMap 4 now. I get the idea of how this works, and it is partially what I use, but was more into trying out parameters to fine tune as it seems the problem that is occurring, is that when the model is viewed say in the toolset, it shows more specularity then when it is actually shown in game. It’s odd. So was wondering if messing with the shader itself in game would fix the issue. Could simply be a bug, or an update issue but the amount of how much the specular changes from toolset view to game is a lot. As for ambient occlusion I don’t need to worry. I overlap my AO directly over the diffuse/base texture before import to give the illusion of AO on the model. A technique used for older game engines that did not utilize a AO map for it’s own slot. I know the game has screen space AO that can work, but it bogs down framerate a lot and it does not look that good. I also have my secularity map at the brightest actually, to see how it would look and if it would fix the issue I’m having but no luck. I will try a few other ideas and see if it fixes the problem.
Cool. I’ve experimented with Materialize, ShaderMap, and AwesomeBump a bit. I think I’m leaning towards ShaderMap free for the normal/height/specular and AwesomeBump for roughness maps. I’d probably want to buy SM and use it for everything if I got serious about this and wanted to, for example, batch process tileset textures or something like that. I don’t expect I’ll dive that deep into it, however. I’m finding it really easy to just go completely down the wrong path and make horrible decisions on the settings for all these tools.
-Dave
Try the following post-processing after using sm.
- Let sm generate its default coloured (rgb) spec map.
- In your image editing software convert it to greyscale (8 bit B/W) and double check there isn’t an alpha channel. If there is remove it.
- Now still in your image editor convert this B/W image to rgb (24 bit)
- Overwrite your spec map and use this new spec map instead.
The above works for me using gimp.
TR
Thanks! I’ll give it a shot.
I tried what you said to do and still same issue. I think the issue is the PBR renderer in NWN:EE is just not advanced enough to show such detail. Not the detail I put on the model texture anyways. Even the Diffuse map is a lot darker then it should be, and the normal regardless the strength I set in substance Painter or SM4, seems to be the same, or at the very least, very light. It seems to work better for flat surfaces better like walls and the ground, then it does for micro details like water dripping down a fountain. It also is apparent when you compare in the toolset viewer of the model within its properties, vs the in game result of the renderer itself. Hopefully they improve it in future updates to work for all sorts of PBR setups and give us more options to change the levels of each texture.
The toolset is absolutely not a good place to view MTR stuff, it barely loads it alas!
I’d use files in the /development folder (can reload them dynamically then) and look at the different rendering options in the Debug Menu in game, which is ace for seeing actually what the game is producing on all the different texture types.
I think also you need to get the files to “NWN standards” which is maybe a little different to what ShaderMap does. If you join the discord a few people are making absolutely amazing fancy maps of textures and could give some serious tips. Not sure what you mean by trying to do “water dripping down a fountain” though, I’d need to see some screenshots of your attempts…