I'm sorry but speaking English is not my specialty, it is possible that I misleading but if someone can help me. How can I create the textures (_aos, _mr, _nm) from the main texture (_Alba, _albr)? The procedure is different from how it was before to create the texture (Spec & Bump)? Thanks in advance, Corti.
I dont know the procedure for the new pbr stuff, but you could try materialize (Bounding Box Software - Materialize). Works fine but you´ll often have to tweak the source texture (like that GRC logo) to get proper results on some maps
We use Substance tools for material creation. Substance Painter generates all required textures (AO, roughness, normal maps etc.), when exporting textures using our Substance Utility Pack. Substance Utility Pack - Developers Guide (studio-397.com) In your case, when you have albedo map, you have to export piece of wall geometry to FBX format, and load that to Substance Painter together with your (mapped) albedo texture. In the Painter, you can manipulate, fine tune and add some effects (dirt, stain etc.) to your material. When happy, then export textures using our Substance Utility Pack export profiles. End result is set of TGA - files, which can be exported to game-supported DDS - textures using Maps Converter. Maps Converter - Developers Guide (studio-397.com) There are very good Substance tutorials (Painter, Designer etc.) in YouTube, which are very useful learning how to use these tools efficiently. Our website have Developers Guide - section (Developers Guide - Developers Guide (studio-397.com) ), which contains all necessary information about track and car development, tools and other general modding information.
Probably best way to get Substance 3d painter (name changed a few weeks ago) is buy it from steam with lifetime license, 1 year with updates. You can buy it from Adobe but you have to pay every month and after you cancel subscription you can’t use program anymore. You also get access to Substance Source (materials) if you get it from Adobe, but there is a lot of sites were you can get good materials for free or 2-5€ price.
In addition to jka's post https://docs.studio-397.com/developers-guide/general-reference/pbr-a-guide-in-rfactor2 https://docs.studio-397.com/develop...ide-in-rfactor2/pbr-fast-material-conversions
Someone can make a detailed Substance tutorial (step by step) on this topic like puddle map? https://docs.studio-397.com/develop...bShadersforTracks-Step2-MappingforRainPuddles There are too many videos and for me that’s just what’s interesting about Substance “universe”. Thanks.