Jump to content

Creating PBR (Physically Based Rendering), POM (Paralax Occlusion Map)Textures


Recommended Posts

With the advent of FS22 and its new texture regime I thought I would post this as a way of creating all the necessary image textures from a diffuse image (Height, Normal, Metallic, Smoothness, Edge, AO and Specular) that will (maybe) be required.
For this I am using a FREE texture programme called Materialize available here http://boundingboxsoftware.com/materialize/

The programm allows the creation of PBR (Physically Based Rendering) POM (Paralax Occlusion Map) and Seamless texture's from a suitable image and has many editing functions so many in fact that I have put a couple of youtube links at the end should you wish to learn more about the programme, there are several other good video's available on youtube as well.
Unfortunately it does not open/save dds fies but only accepts/saves in the following formats BMP, JPG, PNG, TGA, TIFF and as GE accepts the PNG format it is best to set that as default by opening the Settings tab in the bottom right of the interface also while there set the Normal Map Style to Maya Style.

The base image is one I took of some shingle on a little seaside trip recently and converted to seamless texture

Below is an  example, using the base image, of what can be achieved using the various types of image maps to create PBR/ POM  textures and might help to understand the process and result
In creating the following examples.

This first image is of the base image on a cube with no enhancements


Second is just with Height map created and applied (Show Full Material applied)


Third is with a Normal Map created and both Height and Normal maps applied (Show Full Material applied)T0xaBzc.jpg

Fourth is with the Height Map removed and just the Normal map applied to give an indication of the difference a height map can make -- which is the case for most textures currently in FS19, also the FS19 terrain textures seem to use the height map in the alpha layer of the normal map to creat a PBR/POM image, downside of this method is the image needs to be saved as a DTX5 so is twice the bit size of a normal DXT1 image for the same image size (ie 512 512 DXT5 -5k--- 512 512 DXT1- 2.5k) so using more texture memory.


Fifth is with all maps created and applied Height,Diffuse,Metallic,Smoothness, Edge and AO (Show Full Material applied)


The following image illustrates what happens if Paralax Displacement is overdone in this case increased from 0.5 to 2


Finally this is the material in GE using the created Normal Map and a Specular map created using Smoothness,AO, Edge and Height maps in the relevant Specular Map channels---- Diffuse/Normal saved as DXT5 Specular as DXT1 with height map added to normal alpha channel4kz6Ezc.jpg

As this programme has many editing functions for each image and also for final set up Post Proces (Bloom/Depth of field etc) getting the best results will require some experimentation with all the settings at first, so viewing the video's linked at the bottom along with the tutorial video's on the Materialize site is a must to understand all of the programmes capabilities.

A quick intro to some of the operations

P -- paste from Clipboard
C -- copy to clipboard
O -- open file
S -- Save file
Show Full Material when selected show the combined effect of all the currently created images
The Property Map options in the Savings Options in the top left of the screens allow you to select which maps you want to select to create your specular map

A Height map must be created first and each image is dependant on the previous one so if for example after creating all the images you redo the Metallic map you will have to recreate the maps following that one to get the correct result.



Normal Maps for terrain textures in FS19

Here is one method that can be used to create the Normal Maps for the terrain images
All images must be 512 x 512
Save the Height Map you created in Materialize and open it in Photoshop (or any image editor that allows display/editing of Colour/Alpha Channels)
Open an exsisting terrain normal map in Photoshop, concrete01_normal is a good one to use as it already has the red channel black and blue channel white plus the Alpha Channel
Copy paste the Height Map image into the Alpha andGreen Channels of the concrete01_normal image
With only the Green Channel selected increase Brightness and contrast by 50%
Ensure the Alpha Channel is deselected and image is selected as RGB and rename and save as DXT5
Should you wish a reflection either increase the brightness of the Red Channel which will give you reflection over all your texture or copy paste your Alpha Channel image to the Red Channel and adjust brightness to suit,  this wil give a more targeted reflection

You can also create a simulated height map by changing your custom terrain image mode to greyscale, reduce contrast by 50% and add a Gaussian blur with a radius of 1 and use that instead of the Height Map in the above method.

Finally I know there are programmes out there that will probably do all this automatically but not everyone can get the Student freebie version or afford the exhorbitant subscriptions so for me FREE is best and yes even the photoshop version I use is a free legacy version (CS2) (available here https://www.techspot.com/downloads/3689-adobe-photoshop-cs2.html) which together with the free Nvidia dds plugins and the Stand alone Nvidia Texture tool is quite adequate for what I need regarding image creation/editing for Farming Simulator.

  • Like 1
Link to comment
Share on other sites

  • 4 weeks later...

Here is another example of what can be achieved using the correct texture shaders

Unfortunately the way the textures are dealt with currently in FS19 (and it appears that FS22 will use the same format ) you get a stretching of the texture at high bump levels as shown in the following image
image factsheet from FS22


The stretching could be passed of as slicing like the following image but it still doesn't look qiute right and I hope they correct it in the final version of FS22.



The following has been created from the acre_plantedRow texture from the ground_diffuse array in FS19 and shows how with the right combination of images and shader realistic texture can be created.



In the attached zip file are all the textures created in Materialize so you can experiment for yourselves from a known base just unzip and open them in the relevant slots in Materialize,  also in the zip is an i3d Plane with a lighter acre_plantedRow texture (for better definition) and an acre_Planted_Normal_2 created by using the following format (roughly the same as in FS19) so you can see/experiment with different settings in Giants Editor.
Red Channel -- normal map red channel from Materialize,
Green channel -- edge texture from Materialize,
Blue channel filled with white
Alpha channel -- Height texture from Materialize

It seems the maximum Bump Depth appears to be 2 before stretching occurs in all cases where the height map is used in the Alpha channel of the normal map.


  • Thanks 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now