Textopbr / Textures To Pbr In 1 Click
Simply .... select textures then click Generate PBR !!
Features:
- Do you have to create and connect shader nodes each time you create a PBR material ?
- What about connecting Height maps ? changing material settings ? adding subd ? .. etc
- Or connecting a DirectX Normal map ? Ambient occlusion ?
- What about reloading material textures while editing them in external program ?
- but even more .... do you want to control textures suffixes for each channel ?
- No more bridges, TEXtoPBR works with any PROGRAM or WEBSITE !!
============================================================================================================
But how ?
- TEXtoPBR reads your selected images suffixes, and compares them to its simple database "json file" ... which you can edit inside blender itself
that's how it knows which texture is corresponding to which channel
- All your edits are saved in the json file "data.json"... you can create a backup for future use or even to use it in other blender versions ... just
copy and paste the whole file in its place !
============================================================================================================
Channels that TEXtoPBR supports are :
Base color
Ambient occlusion
Metallic
Roughness
Emission
Alpha
Normal
Height
- Y
Textopbr / Textures To Pbr In 1 Click
Textopbr / Textures To Pbr In 1 Click
Simply .... select textures then click Generate PBR !!
Features:
- Do you have to create and connect shader nodes each time you create a PBR material ?
- What about connecting Height maps ? changing material settings ? adding subd ? .. etc
- Or connecting a DirectX Normal map ? Ambient occlusion ?
- What about reloading material textures while editing them in external program ?
- but even more .... do you want to control textures suffixes for each channel ?
- No more bridges, TEXtoPBR works with any PROGRAM or WEBSITE !!
============================================================================================================
But how ?
- TEXtoPBR reads your selected images suffixes, and compares them to its simple database "json file" ... which you can edit inside blender itself
that's how it knows which texture is corresponding to which channel
- All your edits are saved in the json file "data.json"... you can create a backup for future use or even to use it in other blender versions ... just
copy and paste the whole file in its place !
============================================================================================================
Channels that TEXtoPBR supports are :
Base color
Ambient occlusion
Metallic
Roughness
Emission
Alpha
Normal
Height
- Y