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I like the looks of the PBR textures and have one or two used in my route. I would use more but run into visual anomalies with them. When placing a building on PBR textures the building looks as though it is floating. No amount of fiddling can remove that effect.
I tried using PBR ballast and had to spend hours fixing the mess it created. How does one use PBR with track?
Randall
That's interesting, but I am curious how that could be possible as many older content items have no normal files, and none have parameter files, all of which are necessary for PBR. I cannot imagine how they would default those, unless they are generating them on the fly?
You are correct to a point. All normal texture files have an alpha channel but you can leave it pure white instead of filling it with a height map. This does make a difference, which I have seen in practice. For more seem my tutorial at:
https://forums.auran.com/trainz/sho...BR-ground-textures-using-Materialize-and-GIMP
Bob
Strangely, when have the second “Shadow quality” at “Low” I see the asset with a similar/same brightness as in Blender.
But, when I switch the second “Shadow quality” to high as suggested, It becomes quite dark. I say “strangely” because this does not appear to happen with MSGSapper’s <kuid:439337:106078> SAP_Passenger_Station1_1T_PBR.
I am working on an iMac running Mojave OS X 10.14.6 running and Blender 2.81 and TRS19 version 106113.
Any suggestions?
Cayden
TRS19 uses various conversion algorithms to convert legacy materials to PBR materials. Note that these are fixed algorithms, and as such not all configurations of the material may convert perfectly.
For example, the more basic materials such as m.onetex which only provide a diffuse texture and a 'set' value for the specular (depending on which exporter you use, this may either be a fixed value, or a creator configured value). So fixed values for metalness, AO, normals, etc are used. The 'specular' value, from memory, is used for the roughness but is not a direct conversion IIRC.
On the other hand the 'tbumpenv' material is pretty much the 'legacy' equivalent of pbrmetal, and as such provides Trainz with most of the information needed to convert it to PBR. It provides diffuse (albedo), reflection intensity (metalness, with some adjustment IIRC), normals, specular (roughness - inverted, and slightly adjusted IIRC), and I think the 'emissive' is captured from the material settings. AO is a fixed value.
In all legacy material conversions, no support is provided for heightmaps. These are only available for true PBR assets.
Regards
Can a non-PBR track be Bulk Asset/Replaced with a PBR track?
It is somewhat arrogant of the OP to assert we should all be using PBR textures...
For Cayden -
Where do you get "Shadow Quality 1" and "Shadow Quality 2" from?
There is only 1 setting for Shadow Quality.
I would suggest you download and look in Surveyor at my <kuid2:439337:102423:2> Cattaraugus Creek & Lake Erie 1950s - TRS19 to see how I did things. The screenshots comes from this route.
Bob
PBR is not just about ground textures but rather giving the user the opportunity to see objects in a scene as they might appear in real life.
This happened back in the day with MSTS, where at UKTS in particular some holier than thou types tried to assert that any British route not built with UK Finescale track and with the lines properly fenced etc. etc. wasn't worth a gob of spit.
I downloaded it and now I am in the process of downloading hundreds of items that I did not have but your route needed.
There are two unknown assets from author Auran:
661281:75013
661281:75012
Any suggestions?
It is somewhat arrogant of the OP to assert we should all be using PBR textures...
We know these have issues, both in terms of performance - do we really need to paint distant hills 6km away with PBR when one of the clam1952 or MLK textures will serve the purpose quite nicely?
Doing a traditional swirl of these ground textures is also bad for performance, but laying without rotating you get a tiled and repeating effect with many of them.
We also know that PBR does not play well close up with older assets, particularly splines where it can overlap, or meeting non PBR ground textures.
While there is a mix of old and new in our Trainz projects, it will never be possible to go all PBR and, frankly, it is down to the individual route author to make a choice. In terms of building assets, doesn't use of PBR also require access to high end graphics applications which may not be affordable by the average hobby simmer?
Its been a long time since I was called arrogant by someone. Apparently you misunderstood my intent here so I will clarify. As I stated in my original OP, many people don't understand what PBR is and what it does compared to the old Trainz way of doing things (ie; pre-TRS19 major Trainz versions). This tutorial from me was created to help those folks understand PBR and explain what they needed to make it work and how to get the most out of it. This is education, not arrogance.
Whether you or others use it or not in the end makes absolutely no difference to me whatsoever, and it is certainly your personal choice, as it always has been. Of course if you didn't want to use PBR, why did you purchase TRS19 in the first place? After all, the only real draw for the high cost TRS19 (compared to the T:ANE version which is almost half the price), is its much better overall graphics rendering capability compared to previous major Trainz versions and this includes the TurfFX and Clutter effects as well.
All my current content creation efforts are now directed toward PBR simply because it makes things look much more realistic, and in Model Railroading, real or computer simulation, realism is the holy grail for most in the hobby. At least it is for me. I currently have over 2200 items on the DLS and develop more all the time. I don't do this for your sake, but mine. Why?
Because I want my routes, of which I have many on the DLS, to look as good and as realistic as they can so I create content of my own that looks better then what is currently available on the DLS to replace older items that the original authors have either abandoned or have not kept up with the times. I place these items on the DLS toward that end, and allow others to use them on their own route creations as well. PBR, even for all its present quirks, simply looks better than the old graphics of T:ANE and earlier versions. I wish I could replace every other authors non-PBR content items with my own, but there is simply not enough hours in the day to do that, and just too many items to even consider that.
PBR being a niche? Hardly. Almost all of the top of the line and most popular action games and simulations currently available on Steam use this standard and have for some time. TRS19 is simply adopting, somewhat late I would admit, this graphics rendering standard. There is no going back on this if TRS19 is to remain competitive in the gaming and simulation market, and N3V should have adopted that graphics standard much sooner in my opinion.
BTW the argument about not being able to afford better graphics cards is simply bogus unless you are really, really cash strapped. I did some checking on Amazon and a EVGA GeForce GTX 1060 3GB SC GAMING, ACX 2.0 (Single Fan), 3GB GDDR5, DX12 OSD Support (PXOC), 03G-P4-6162-KR is going for a fairly affordable $160.00 versus $700-$800 for a EVGA 1080 Graphics card.
FYI a EVGA 1060 graphics card, or above, can handle PBR fairly well, although you might have to tweek a few settings to get the best frame rates for that card.
Bob