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Compatibility
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2022, 2021, 2020, 2019
Q/A
ORM support?
Date: | 05/31/2022 |
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Submitted by: | joie |
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Replies to this question:
Sasbom said over 2 years ago:
If I find time I'll try and implement an option for it, but also, I don't see this kind of texture being used a lot in production,
so the tool wasn't made with that in mind.
That'd also require support for adding ambient occlusion, since that's what the O channel is for.
If it's gonna be added, it would be added as a "roughness is ORM" toggle or something,
and I'd have to add an optional branch for the base color that'd multiply the ambient occlusion map with it,
which would really complicate things.
I appreciate your input, my summer break is coming up so I'll stew on this a little bit.
I understand it's a bit of an Unreal Engine thing to use, right?
Thanks for using my script and leaving a comment,
Sas
joie said over 2 years ago:
Sasbom said over 2 years ago:
so it wouldn't matter if I still kept it universal there and used a multiply before that.
The reason why i prefer using a multiply for AO, is because i can still add other nodes in between to make it not look as "black", sometimes I remap or tint my AO maps a bit to make them a little more interesting.
As far as ORM goes, I want to make a V2 of this plugin when I have the time, so I'll update you when I added ORM support. I will have to shuffle some things around to improve the workflow and also update the UI a bit.
Adding support for ORM maps and other requested features would require adding a lot of catches etc, for specific
workflows, so I should rethink how I am gonna do this, especially now that I've played around with USD a lil bit.
Sas
joie said over 2 years ago: