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Material creation in photoshop

Posted: Tue May 16, 2017 7:27 am
by gabespound
So I am following this tutorial provided by Cryengine (https://www.cryengine.com/tutorials/art ... e-creation). The previous one showed me how to make the albedo layer (a highpassed diff.dds file. In the next tutorial, the one i linked, there are four layers (gloss, albedo, normal red, and normal green). How did he get those? Are the normal red and normal green types of normal maps?

Re: Material creation in photoshop

Posted: Tue May 16, 2017 10:40 am
by mknmknmknjk
substance painter or other dcc software

normal map use three component express direction . because direction allow negtive value. so normal map = (direction +1)/2.0 which limit to (0,1) but normal map still need three channel .

Re: Material creation in photoshop

Posted: Tue May 16, 2017 7:11 pm
by dignity
Hi gabespound.
After your other thread, I think that I should give a brief explanation here aswell.
Basically, textures are in RGB or RGBA space. That means that they have multiple channels. R=Red, G=Green, B=Blue. So a texture is just a mix of these three colors (RGB). By the way RGBA is the same as RGB but it also has an Alpha Channel (for transparency). So we can have four different channels in textures.

Now let's talk about normalmaps. A normalmap is a texture that does not hold color information (like an albedo map). Normalmaps store normal vectors. A vector has three numbers (x, y, z). So we can store these informations inside a texture. The red channel is used for the x value of the vector. Green is for the y value. And blue is for the z value.
If you add a normalmap to a material, it will not affect the color of the objects, but it will add some fine detail to it. By the way: in CryEngine, a normalmap often stores a roughness map (same as glossmap, just another name for it) inside the alpha channel. Since a roughness map has no color (only white, black or grey values), it does not need a red, green or blue channel. It can be stored inside the alpha channel. A roughness map is basically a greyscale map, which also does not add color but it will define, which areas are more shiny and which areas are less shiny.

So back to your question here: no, normal red and normal green are not different normalmaps. It is the same normalmap.
Before going any further, I should explain the concept of a detail map.
A detail map is a texture, that is basically a product of a merge between different textures.
The normal green and normal red that you need is the red channel and the green channel of your normalmap.

Hope that this was helpful.
- Jannis

Re: Material creation in photoshop

Posted: Tue May 16, 2017 8:47 pm
by gabespound
Hi gabespound.
After your other thread, I think that I should give a brief explanation here aswell.
Basically, textures are in RGB or RGBA space. That means that they have multiple channels. R=Red, G=Green, B=Blue. So a texture is just a mix of these three colors (RGB). By the way RGBA is the same as RGB but it also has an Alpha Channel (for transparency). So we can have four different channels in textures.

Now let's talk about normalmaps. A normalmap is a texture that does not hold color information (like an albedo map). Normalmaps store normal vectors. A vector has three numbers (x, y, z). So we can store these informations inside a texture. The red channel is used for the x value of the vector. Green is for the y value. And blue is for the z value.
If you add a normalmap to a material, it will not affect the color of the objects, but it will add some fine detail to it. By the way: in CryEngine, a normalmap often stores a roughness map (same as glossmap, just another name for it) inside the alpha channel. Since a roughness map has no color (only white, black or grey values), it does not need a red, green or blue channel. It can be stored inside the alpha channel. A roughness map is basically a greyscale map, which also does not add color but it will define, which areas are more shiny and which areas are less shiny.

So back to your question here: no, normal red and normal green are not different normalmaps. It is the same normalmap.
Before going any further, I should explain the concept of a detail map.
A detail map is a texture, that is basically a product of a merge between different textures.
The normal green and normal red that you need is the red channel and the green channel of your normalmap.

Hope that this was helpful.
- Jannis
Thank you, this was INCREDIBLY helpful. I know have my finished detail texture with the albedo in red, the Normal Red in Green, Gloss in Blue, and Normal Green in Alpha. Here it is as a tif file (I got the DDS using Crytiff also) http://imgur.com/a/Hn2Bk . Now, How do i turn this into a usable material in Cryengine

Re: Material creation in photoshop

Posted: Tue May 16, 2017 10:02 pm
by @eisenkolb

Re: Material creation in photoshop

Posted: Tue May 16, 2017 11:05 pm
by gabespound
Thanks for the link. I got the material created, but when i paint with it its just blurry blobs of black. Below is a link to a video showing the problem, a screenshot of my material's settings, and the RGBA values of the material.

Link: https://youtu.be/R0Hig8dLY8g
Material Screenshot:
cobbleRoad_01 Screenshot.PNG
cobbleRoad_01 Screenshot.PNG (54.89 KiB) Viewed 2691 times
R: http://imgur.com/a/aMka0
G: (blue channel of this normal map) http://imgur.com/a/ilk4j
B: Gloss Map http://imgur.com/a/xZ4Qh
A: (Green channel of this normal Map) http://imgur.com/a/ilk4j

Re: Material creation in photoshop

Posted: Wed May 17, 2017 8:41 am
by dignity
A detail map can't be used alone. You should select an albedo (diff) and a normal with roughness (ddna) aswell.

Re: Material creation in photoshop

Posted: Wed May 17, 2017 8:03 pm
by gabespound
A detail map can't be used alone. You should select an albedo (diff) and a normal with roughness (ddna) aswell.
What is a normal with roughness? I have a normal map and a seperate roughness map (gloss map), but how do i combine them?

Re: Material creation in photoshop

Posted: Wed May 17, 2017 9:12 pm
by dignity
You just copy the roughness map, then paste it into the alpha channel of the normalmap. You should put _ddna after the textures name when you export. That tells the resource compiler, that it should be treated as a normalmap with roughness inside the alpha.