Hi, I wanted to figure out how the PBR materials works, with maps was included etc. and how to get automate the assignment of a material catalog with PBR materials.
So my first question, why is my export not honoring opacitymap, how should the CGA look to get the opcatiymap included? In CE it looks as it should, but export to FBX or DATASMITH, I just get a full metal plate


What is the trick, that I've never figured out? I know that we did something with the template Unreal project and the rule, but as I understand, that should not be needed anymore.
Second question:
I see a lot of different maps around, that could maybe be a part of PBR. Sometimes it matches perfectly into CE, but sometimes it don’t:
Some material attributes are designed to be exclusively used for physically-based rendering shaders. These are:
- emissivemap
- occlusionmap
- roughnessmap
- metallicmap
- emissive
- metallic
- roughness
If the shader name is set to "CityEnginePBRShader", encoders which support PBR materials use those attributes as well as the
- color
- colormap
- opacity
- opacitymap
- normalmap
For my eye it seems that there is a lot of different names, but the texture looks the same to me. I’ve tride to find documentation on google to figure out when to use what, and if something could be replaced by others
Sometimes I get a Diffuse or displacement maps, how do those guys fit in? Sometimes I also have a mask map. All the materials I get, are from sites that say PBR materials, like quixel or CC0 materials. Could someone please help me translate or understand the different maps out there?