OK, so I'm familiar with making normal maps and displacement maps, and I made specular maps for previous sets. But for these new PBR maps, what do the channels represent? It looks like Red is Roughness, Green is Metallic, and Blue is Emissive perhaps?
Also, I'm totally tweaking your sand to match my old sand. The trick is to throw in random pixels that are highly specular because of the bits of sand which reflect light, so it creates the slight sparkling that sand gives. Same goes for snow. It's very snowy right now, so I've noticed how snow sparkles a bit as well. Doing this in PBR won't be quite the same, but I'll see what I can do.
OK, so I'm familiar with making normal maps and displacement maps, and I made specular maps for previous sets. But for these new PBR maps, what do the channels represent? It looks like Red is Roughness, Green is Metallic, and Blue is Emissive perhaps?
Also, I'm totally tweaking your sand to match my old sand. The trick is to throw in random pixels that are highly specular because of the bits of sand which reflect light, so it creates the slight sparkling that sand gives. Same goes for snow. It's very snowy right now, so I've noticed how snow sparkles a bit as well. Doing this in PBR won't be quite the same, but I'll see what I can do.
Quick Example albeit a bit exaggerated:
Yes, it is this. The green channel is only for metallic blocks and the blue for emissive blocks and of course you have to use a shaderpack that support these channels for PBR.
Can someone help me. How get rid of those white dots? Its happening bc of specular PBR, but i dont know how to fix it.
This is a know issue with the textures I've made and POM. I am not updating the packs anymore mainly because R3D and S&K are not updated. Sorry for this.
What's the difference between the official R3DCraft Shader Support and this one?
I have added POM (Parallax Occlusion Mapping) that give the effect of depth and PBR (Physically Based Rendering) that makes the metal looks like metal.
The R3D craft 128 PBR link seems broken. I'm not surprised nobody notices. I might be the only one using 128 xD
OK, so I'm familiar with making normal maps and displacement maps, and I made specular maps for previous sets. But for these new PBR maps, what do the channels represent? It looks like Red is Roughness, Green is Metallic, and Blue is Emissive perhaps?
Also, I'm totally tweaking your sand to match my old sand. The trick is to throw in random pixels that are highly specular because of the bits of sand which reflect light, so it creates the slight sparkling that sand gives. Same goes for snow. It's very snowy right now, so I've noticed how snow sparkles a bit as well. Doing this in PBR won't be quite the same, but I'll see what I can do.
Quick Example albeit a bit exaggerated:
Is S&K only supposed to work on certain blocks or is it just not kept up to date? It bothers me how much stays default on 1.12.2
The S&K pack does not support all the blocks.
Yes, it is this. The green channel is only for metallic blocks and the blue for emissive blocks and of course you have to use a shaderpack that support these channels for PBR.
-Deleted
this addons incompatible with 1.7.10?
Where is the R3D Craft ? I can't find it
help please
Nothing happens when I apply either the r3d 256 pom or lighting or both
all blocks stay the same
im using sildurs medium shaders all settings default except enabling pom and setting its resolution to 256
it just doesnt work. no blocks change its as if im not applying the resourcepacks at all!!!!
and I gave minecraft 8GB of ram on my 12GB ram system it should be working but its not!!
i tried in 1.10 and 1.12.2 still not work why arent they working
I tried 512 as well as 64
You need to download the base R3D resource pack before using my add-ons.
There is a button with a link in the thread.
Ive already done that still not work.
What's the difference between the official R3DCraft Shader Support and this one?
Hi, well, I have a question, how can I activate the pom? It doesn´t appear in the shader options...
U need shaders thats support pom
Can someone help me. How get rid of those white dots? Its happening bc of specular PBR, but i dont know how to fix it.
This is a know issue with the textures I've made and POM. I am not updating the packs anymore mainly because R3D and S&K are not updated. Sorry for this.
I have added POM (Parallax Occlusion Mapping) that give the effect of depth and PBR (Physically Based Rendering) that makes the metal looks like metal.