• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

PBR Texturing: Introduction to 3D Workflow in Photoshop

gman5250

Charter Member
Everything you wanted to know about Physically Based Rendering....(Almost).

PBR Texturing will change the way you approach FSX, FSX SE and Prepar3D modeling. The workflow allows the developer to create texture, bump, occlusion and specular lighting in real time, in Photoshop. This short video will show you how Quixel and Photoshop can dramatically enhance your workflow.

Video Link:
[video]https://www.real.video/5827963522001[/video]


43615968244_a445c27b97_o.jpg
 
Last edited:
wow !..hypnotised with that rotating object and that music - I never thought an a/c unit could give me a spiritual experience !! lol . magic stuff .
 
Great video, thanks for sharing, Gordon. I really hope we can start working with native PBR materials in the simulation soon.


Here's a WIP of the C-7A Caribou pilot's seat I design in the moment. Screenshot is from Quixel's 3Do :


screen03.png


screen04.png



Cheers,
Mark
 
Man, that's a good looking seat!

I love the Caribou. I saw one when I was really young at an Army demonstration, and they usually have one at the Avalon Airshow.

Good luck with the project.
 
wow !..hypnotised with that rotating object and that music - I never thought an a/c unit could give me a spiritual experience !! lol . magic stuff .

It was putting me to sleep. While interesting, as an aircraft modeler/coder/wonk most of this is of no real help. For scenery folks it certainly shows off some very interesting effects. Of course, I have no idea how much Quixel or CS6 would cost!

Very little was detailed enough though to actually learn other than he clicked here and then there... :dizzy:
 
It's $79.00 US.

It was putting me to sleep. While interesting, as an aircraft modeler/coder/wonk most of this is of no real help. For scenery folks it certainly shows off some very interesting effects. Of course, I have no idea how much Quixel or CS6 would cost!

Very little was detailed enough though to actually learn other than he clicked here and then there... :dizzy:
 
It was putting me to sleep. While interesting, as an aircraft modeler/coder/wonk most of this is of no real help. For scenery folks it certainly shows off some very interesting effects. Of course, I have no idea how much Quixel or CS6 would cost!

Very little was detailed enough though to actually learn other than he clicked here and then there... :dizzy:

I've seen many Quixel tutorials and this is one of the best introductive ones, in my opinion. It nicely shows the workflow, from 3dsmax, working with multi-sub materials (the seat above has nine different materials) that define the different pbr materials later in Quixel, rendering the diffuse map, generating the AO map that you can plug into Quixel, exporting the OBJ, and so on. Then building the project in Quixel, assigning the materials to the color IDs of the diffuse map, and some basic manipulations. It does not cover the more advanced techniques (e.g. adding own layers or plugging in own maps like the details mentioned at the end), but that can't be the intention of an introduction to the complete workflow.

Another thing is translating the textures into non pbr directx materials (diffuse, diff-alpha, and spec) so they can be used in the sim. Quixel has an exporter for that. That would be a nice subject for another video, since it would cover what is most interesting for us devs.

By the way, part of the Quixel package is NDo, which is an absolutely awesome normal maps editor / generator, which in my opinion is worth the price for the package alone and can be used for making the bump maps of aircraft or other models. It works independently from the rest.

During a few times of the year the price for Quixel is reduced. I think I got it for 59 $ or so. The other products they offer are also interesting, like the Mixer / Bridge or Megascan. As for Photoshop, I use the basic Adobe Cloud version (PS and Lightroom) which costs a few bucks a month and is always up to date. That is money well worth invested because I use it all the time.

Cheers,
Mark
 
I’m waiting for the tut that shows how all the pretty work - which is all the above video shows so far - gets turned into useable FS textures, but I expect that’s where Gordon is going next.
 
An impressive video, clearly the shape of things to come, and worth all the cost & effort. Now all depends on the interface that P3D is going to offer.
 
Precisely where I'm going next Tom.

I am of the opinion that we will be embracing PBR eventually, and probably sooner than later. Like Mark said, there are already tools to migrate PBR based workflow into existing platforms...including FSX, once the technique is understood.

This video was indeed, intended to be a look inside the basic work environment for those who are interested, but not acquainted with the new work flow. This introduces the question...is there enough interest in a dedicated PBR thread to warrant further tutorials and discussion? I think so, and I'm sure Mark and a few others would second the motion.

The video I posted gives the PBR Workflow 101, nuts and bolts overview of getting a project into Quixel and getting a feel for what is available once inside. Future video could take a project, like a VC, and break out elements like panel, radios or controls into individual components ready for PBR detailing before being re-integrated into the composite project. Elements like bump mapping in NDO, or fine painting techniques for various assets would make fine subject matter for detailed, and digestible video tutorials.

I have two aircraft projects that are already in Quixel work flow. It would be easy enough to record work sessions and break them into training video if there is an interest.
 
Precisely where I'm going next Tom. I am of the opinion that we will be embracing PBR eventually, and probably sooner than later. Like Mark said, there are already tools to migrate PBR based workflow into existing platforms...including FSX, once the technique is understood.This video was indeed, intended to be a look inside the basic work environment for those who are interested, but not acquainted with the new work flow. This introduces the question...is there enough interest in a dedicated PBR thread to warrant further tutorials and discussion? I think so, and I'm sure Mark and a few others would second the motion.The video I posted gives the PBR Workflow 101, nuts and bolts overview of getting a project into Quixel and getting a feel for what is available once inside. Future video could take a project, like a VC, and break out elements like panel, radios or controls into individual components ready for PBR detailing before being re-integrated into the composite project. Elements like bump mapping in NDO, or fine painting techniques for various assets would make fine subject matter for detailed, and digestible video tutorials. I have two aircraft projects that are already in Quixel work flow. It would be easy enough to record work sessions and break them into training video if there is an interest.
HUGELY interested Gordon!! P3Dv4 is getting PBR according to LM. That much is known. Also according to LM, v5 will introduce (good chance) a new gfx engine which will undoubtedly be PBR based. So, if you're a developer and your not familiar with PBR or the tools, you'll be left behind. It's the future, and it's coming to a simulator near you. If you've played any racing sims like Forza or any XBOX/PS4 games all new console games are all PBR. It's the current visual standard. Thanks Gordon.
 
Bill, Quixel Suite 2 works with Photoshop CS4 (64-bit) and newer. Right now it's on discount and costs $79 – sadly I have a lot more calls on that $79 and won't be getting it just yet
 
Thanks for this GMan, I have so many projects going on, not related to FS, that I haven't had time to dig into Quixel. Bookmarked for future reference. :very_drunk:
 
Back
Top