Is there a way to build some sort of Export Template for Exporting Material Channels for Xcode & only getting what I can use?
I made a cheat sheet for myself of what Xcode can use for it’s PBR Materials. So I’d like to export a DAE file and all the necessary material channels to import more easily.
Diffuse(BaseColor) - Base
(R,G,B Value or Image)
OCTANE = Diffuse Channel
The diffuse color of a pixel is independent of the point of view, so it can be thought of as a material’s “base” color or texture.Metalness(FloatMap) - Metal or not
(0/Black - Non-Metallic -> 1/White - Metallic)
OCTANE = Roughness Channel
Lower values (darker colors) cause the material to appear more like a dielectric surface. Higher values (brighter colors) cause the surface to appear more metallic.Roughness(FloatMap) - Surface Smoothness
(0/Black - Reflective/Mirror -> 1/White - Diffuse/Flat)
OCTANE = Specular Channel
Lower values (darker colors) cause the material to appear shiny, with well-defined specular highlights. Higher values (brighter colors) cause specular highlights to spread out and the diffuse color of the material to become more retroreflective.Normal(NormalMap) - Bump or Detail Surface
(R, G, and B components of each as the X, Y, and Z)
OCTANE = Normal Channel
Normal map texture can store much more detailed surface information than a geometry, you can use a material’s normal property to simulate rough surfaces such as stone or add embossed or engraved designs to an otherwise smooth surface.Transparent(Alpha ImageMap) - Opacity
(Opacity 100% - Opaque -> Opacity 0% - Transparent)
OCTANE = Opacity Channel
Use this property to selectively make parts of a material appear transparent.
Alpha channel defines areas of full or partial opacity.Occlusion/AmbientOcclusion(FloatMap) -Object Shadows
Ambient occlusion approximates large-scale surface details that obscure global illumination.Illumination/SelfIllumination(FloatMap) - Surface Lighting
(Black - Material is affected by lighting -> White - Material is not affected by lighting)
For some materials it can be useful to let a surface itself define its lighting.Emission(ImageMap) - Glow
(Black - No Emission -> Any Color or ImageMap)
If it has emission it will not be affected by outside influences of light.
Simulate parts of a surface that glow with their own light.
SceneKit does not treat the material as a light source—rather, the emission property determines colors for a material independent of lighting.