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#b3d

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From time to time, I’ll upload the PBR materials I’ve prepared. It takes time, and I can’t always manage it. If you’re interested, you can download this PBR material at the link below. #b3d #gaming #VFX
pafurijaz.gumroad.com/l/jdsva

GumroadAsphalt cracked grass Seamless PBRPBR Material: "Asphalt cracked grass Seamless" Physically Based Rendering (PBR) shader setup guide for a seamless bark texture.1. Overview Material Type : Seamless bark texture with PBR parameters. Texture Resolution : 1414x1414 pixels (tileable). Renderer Compatibility : Optimized for Cycles (with experimental features). 2. Core ParametersA. Base Color ControlToggle "Custom Color" slot to override the default albedo.B. Texture Mapping Map Scale : Adjusts texture tiling density. UV Requirements : Mesh must be UV-unwrapped. Optional : Modify texture coordinates by editing the node group’s mapping node. C. Roughness Default value: 1 (fully rough). Adjust to 0 for glossy surfaces. 3. Surface Detail ControlsA. Normal Map Strength : Adjusts surface detail intensity. Note : Default values typically suffice; adjust sparingly. B. Displacement Mid Level : Controls displacement midpoint (range: 0 to 1). Scale : Sets displacement intensity (higher = more pronounced). 4. Technical Notes Displacement Setup : Enable Experimental Features in Cycles. Use Adaptive Subdivision for optimal displacement results. Node Group Structure : All material nodes are consolidated into a single group for simplicity. Access the group to tweak advanced settings (e.g., texture coordinates). 5. Usage Tips For realistic results, match displacement scale to scene scale. Test variations by adjusting Mid Level and Scale interactively.