Commercial Member
  • Content Count

  • Joined

  • Last visited

Community Reputation

149 Excellent

About Gibbage

  • Rank
    Member - 1,000+

Profile Information

  • Gender
  • Location
    Woodinville, WA

Flight Sim Profile

  • Commercial Member
  • Online Flight Organization Membership
  • Virtual Airlines

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I would agree. I have a subscription at home and each update brakes Quixel. I stopped updating my Photoshop a while ago. At work (I work at Microsoft) we use CS6 and that is really old in software now a days. I heard rumors they are working on a stand-alone version like Substance, but I have not heard anything for some time on that front.
  2. Last I checked I could not find the sale page. Im still waiting for a reply on if they plan to still support it. Its been over a year since the last update (2.3).
  3. Doing a work flow tutorial is on my list of things I want to do, but right now Quixel Suites (my main tool) may no longer be supported anymore. The sales page is gone and the support group is no longer responding to questions if they plan on supporting it in the future! So I cant justify doing a workflow tutorial on a product that is no longer supported or sold. I will be learning Substance soon and will convert over if Quixel is no longer supporting Suite/DDO/NDO. Its a word not allowed shame since its such a nice tool set.
  4. I did a quick rundown of what PBR is and how to use it in PBR. I also show off a little of the Zenith 701 at the end 😉 YouTube! PBR Primer If you guys like this, I will try and do more. Let me know what you think and if you have any questions.
  5. Gibbage

    Playing around with PBR in 4.4

    In 3D Studio's its as simple as just selecting the PBR shader and filling in the texture slots. The hard part is generating those texture slots.
  6. Gibbage

    Playing around with PBR in 4.4

    Another quick update. Looks like Quixel materials work well. It seems like the PBR implantation is a bit basic, and I would LOVE more control over a few more things in the shader (like normal map power), but its "serviceable". Flight Sim World's PBR shader was much better overall, but this is still leaps and bounds above what FSX had. Some samples of base materials from Quixel like Chrome, aluminum, rubber, leather, and a few others. The red material is a great example of why I love Quixel. Its a custom material that gets dirty were it had AO shadows. So basically, its instant procedural dirt! I also developed a material in Quixel that puts bug splats on the leading edge of my aircraft 😃 Im going to spend some time converting my Zenith 701 back into PBR. It was PBR when I was working on it for Flight Sim World, but I started converting it into Spec for P3D. Now I can go back into PBR. Just a reminder of what it looked like in PBR in FSW. That screenshot is from FSW, but I think I can get close to that in P3D. This also shows off the bug splats on the leading edges. Remember, I didnt paint those. Quixel did based on information I gave it. Love that tool 😉 Makes me look good! I will work on a tutorial for converting Spec into PBR (manually) and a Quixel workflow for P3D.
  7. Gibbage

    Playing around with PBR in 4.4

    I have not tried 3DCoat yet. It looks interesting.
  8. Gibbage

    Playing around with PBR in 4.4

    Well just finished the next test. This was done to mainly show you the key feature of the Metalness in PBR (for those who dont know). Its one of the marquee features in PBR that sim artist's should take advantage of, and thats the Metalness channel. While playing around with this feature, I found something interesting out. The Prepar3DPBR shader in Max actually gives you a decent preview of PBR in Max! This is really HUGE as much of our time is burned loading up P3D to check out the changes. With this, we can get a general idea of what it looks like in Max before loading the Sim engine! This is massive! THANK YOU LM!! On the left, a materials test in-sim. On the right, the same test in Max. To the naked eye, they look VASTLY different, but they key change is the reflection. The old "specular" shader ALWAYS had a crisp/sharp reflection. You could change the level of reflection, but not how soft/sharp it was, making metals that are not chrome almost impossible. Many of us would bake in reflections to get around this limitation. Now in PBR, we can control the reflections a lot better. For example, the middle sphere in the lowest row looks like an anodized aluminum. This effect was IMPOSSIBLE in the past. I will do a video later with a better explanation using the above model and break down the various components of the new metalness channel and how to properly use it. I hope this information is useful!
  9. Gibbage

    Playing around with PBR in 4.4

    Max. Yes. You need to move the channels around on the normal map. I dont know WHY they do this and I wish I found the guy who did it when I worked at ACES and choked him a little. Quixel is cheap, relitivly simple, and can get good results fast. Substance is more expensive, MUCH more complex, and can get better results in a longer time. Also Substance has more industry support. If you have the time to learn Substance, you can get better results, but it will take longer.
  10. Gibbage

    Playing around with PBR in 4.4

    Success! It may not look like much, but its a huge first step. This is just a test model and texture that I was able to import into P3D to test out PBR textures. Now that I have a complete understanding of the base implantation of PBR in P3D I can go a lot further. Sorry its tilted. I put it on a tail dragger 😉 Lol.
  11. Gibbage

    Playing around with PBR in 4.4

    Sadly, PBR does not do self-reflections. That technique is called reflection probe and is rather advanced. I also know War Thunder uses it, but only in some places. From what I know, its not in P3D yet. I use a tool called Quixel, and its very fast and rather simple to learn. Its also cheap right now! I have Substance but I have yet to learn it. As for just doing them in Photoshop, I think you can get the basics done to convert things in Photoshop once you understand the principals behind PBR shaders. I may put out a basic tutorial on converting Spec based textures into PBR, but it wont look nearly as good without using a tool like Quixel Suite or Substance. Sure. I will try to make a video of my basic workflow using Quixel suite I linked above. You can use the same general workflow in Substance.
  12. Im going to be doing a bunch of testing in 4.4 with PBR this weekend and I will post results/eye candy here. Is there anything anyone wants to know from a dev or consumer standpoint about PBR? Like how to make textures or how its applied? I have been working in PBR in many game engines and I really think its the biggest visual step forward for flight sims since normal mapping. Please let me know what your curious about!
  13. Gibbage

    Announcing the Zenith 701 for P3D V4!

    Yes its very much a commercial add-on. Im also a commercial member and have been posting for a VERY long time 😃
  14. Interesting. Its part way there, but not fully. The "reflection" map looks like its part PBR. The key difference between PBR and Specular is the reflections. In Spec, you have a specular map with the RGB handling the spec power and color, and the Alpha handling the bloom or how wide the spec is. Reflections are handled in the Albedo/Diffuse alpha. In PBR, you have whats called a "combined" map. Each channel of the RGB handles an aspect of the reflection. R would be the Gloss channel (how shart or how dull the reflection is) and the G would handle the metalness (how much power the reflection has). The B would handle the AO map. In the Desert Hawk 3.1 file, the R channel clearly has the spec channel in it, but the G and B dont. That could be the gloss channel, and the G looks like a metalness map. The white peaces being metal, the black being non-metal parts. I can tell that this asset was also created by Substance, and it handle PBR texture creation. My biggest concern is the lack of anything in the blue channel, or the AO channel. AO really helps out a lot and is a vital component of proper PBR shaders. It could be removed since it does not support PBR yet. It should be a shame of P3D/LM didnt do AO on PBR. My other guess is that this texture was created in Substance, and since it does not work in Spec engines, this was a way for them to hack it into P3D. Thats also possible. I have not worked with Substance much, but I know its a powerful texture tool.
  15. I have not seen anything to suggest that it already supports PBR. I see no mention of it in the shaders or in the SDK. Im guessing that Speedtree assets just come that way by default and they just slot the glossyness channel for the spec as a simple conversion.