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    <title>topic PBR name connection &amp; material.opacity in ArcGIS CityEngine Questions</title>
    <link>https://community.esri.com/t5/arcgis-cityengine-questions/pbr-name-connection-material-opacity/m-p/83722#M1172</link>
    <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;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.&lt;/P&gt;&lt;P&gt;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&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;IMG class="image-1 jive-image" src="https://community.esri.com/legacyfs/online/482497_pastedImage_2.png" /&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;IMG class="image-2 jive-image" src="https://community.esri.com/legacyfs/online/482507_pastedImage_3.png" /&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;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.&amp;nbsp;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;Second question:&lt;/P&gt;&lt;P&gt;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:&lt;/P&gt;&lt;P style="margin-left: 15.0pt;"&gt;&lt;SPAN style="font-size: 12.0pt; color: black;"&gt;Some material attributes are designed to be exclusively used for physically-based rendering shaders. &lt;/SPAN&gt;&lt;SPAN style="font-size: 12.0pt; color: black;"&gt;These are: &lt;/SPAN&gt;&lt;/P&gt;&lt;UL&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;emissivemap&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;occlusionmap&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;roughnessmap&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;metallicmap&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;emissive&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;metallic&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;roughness&lt;/SPAN&gt;&lt;/LI&gt;&lt;/UL&gt;&lt;P style="margin: 0cm 0cm .0001pt 15.0pt;"&gt;&lt;SPAN style="font-size: 12.0pt; color: black;"&gt;If the shader name is set to "CityEngine&lt;SPAN style="background: #FFFF66;"&gt;PBR&lt;/SPAN&gt;Shader", encoders which support &lt;SPAN style="background: #FFFF66;"&gt;PBR&lt;/SPAN&gt; materials use those attributes as well as the &lt;/SPAN&gt;&lt;/P&gt;&lt;UL&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;color&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;colormap&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;opacity&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;opacitymap&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="margin-left: 41.25pt; text-indent: -18.0pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;normalmap&lt;/SPAN&gt;&lt;/LI&gt;&lt;/UL&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;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&lt;/P&gt;&lt;P&gt;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?&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
    <pubDate>Tue, 18 Feb 2020 13:10:56 GMT</pubDate>
    <dc:creator>KennethLindhardt1</dc:creator>
    <dc:date>2020-02-18T13:10:56Z</dc:date>
    <item>
      <title>PBR name connection &amp; material.opacity</title>
      <link>https://community.esri.com/t5/arcgis-cityengine-questions/pbr-name-connection-material-opacity/m-p/83722#M1172</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;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.&lt;/P&gt;&lt;P&gt;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&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;IMG class="image-1 jive-image" src="https://community.esri.com/legacyfs/online/482497_pastedImage_2.png" /&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;IMG class="image-2 jive-image" src="https://community.esri.com/legacyfs/online/482507_pastedImage_3.png" /&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;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.&amp;nbsp;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;Second question:&lt;/P&gt;&lt;P&gt;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:&lt;/P&gt;&lt;P style="margin-left: 15.0pt;"&gt;&lt;SPAN style="font-size: 12.0pt; color: black;"&gt;Some material attributes are designed to be exclusively used for physically-based rendering shaders. &lt;/SPAN&gt;&lt;SPAN style="font-size: 12.0pt; color: black;"&gt;These are: &lt;/SPAN&gt;&lt;/P&gt;&lt;UL&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;emissivemap&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;occlusionmap&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;roughnessmap&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;metallicmap&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;emissive&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;metallic&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;roughness&lt;/SPAN&gt;&lt;/LI&gt;&lt;/UL&gt;&lt;P style="margin: 0cm 0cm .0001pt 15.0pt;"&gt;&lt;SPAN style="font-size: 12.0pt; color: black;"&gt;If the shader name is set to "CityEngine&lt;SPAN style="background: #FFFF66;"&gt;PBR&lt;/SPAN&gt;Shader", encoders which support &lt;SPAN style="background: #FFFF66;"&gt;PBR&lt;/SPAN&gt; materials use those attributes as well as the &lt;/SPAN&gt;&lt;/P&gt;&lt;UL&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;color&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;colormap&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;opacity&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="text-indent: -18.0pt; margin: 0cm 0cm .0001pt 41.25pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;opacitymap&lt;/SPAN&gt;&lt;/LI&gt;&lt;LI style="margin-left: 41.25pt; text-indent: -18.0pt;"&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt; &lt;/SPAN&gt;&lt;SPAN style="font-size: 10.0pt; color: black;"&gt;normalmap&lt;/SPAN&gt;&lt;/LI&gt;&lt;/UL&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;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&lt;/P&gt;&lt;P&gt;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?&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Tue, 18 Feb 2020 13:10:56 GMT</pubDate>
      <guid>https://community.esri.com/t5/arcgis-cityengine-questions/pbr-name-connection-material-opacity/m-p/83722#M1172</guid>
      <dc:creator>KennethLindhardt1</dc:creator>
      <dc:date>2020-02-18T13:10:56Z</dc:date>
    </item>
    <item>
      <title>Re: PBR name connection &amp; material.opacity</title>
      <link>https://community.esri.com/t5/arcgis-cityengine-questions/pbr-name-connection-material-opacity/m-p/83723#M1173</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;Hi Kenneth &lt;IMG src="https://community.esri.com/legacyfs/online/emoticons/happy.png" /&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;First about the opacity thing. With CityEngine 2019.1 (which one are you using?) the Unreal export should automatically choose the right "opacity mode" for you, so you actually should not need to do anything special in CGA.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;But, if you are setting&lt;EM&gt; material.shader&lt;/EM&gt; to some shader path in Unreal (like "/Game/Materials/CityEngineMaterials/M_CE_Opaque") or you set the &lt;EM&gt;opacitymap.mode&lt;/EM&gt; to opaque the automatic opacity mode selection is not triggered anymore.&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;If you think you did everything right you can also send me a zip of your project so I can have a look &lt;IMG src="https://community.esri.com/legacyfs/online/emoticons/happy.png" /&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;About the PBR (specifically for Unreal). Typically what you are interested in are the roughness map and the metallic map (here is a good description:&amp;nbsp;&lt;A class="link-titled" href="https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/PhysicallyBased/index.html" title="https://docs.unrealengine.com/en-US/Engine/Rendering/Materials/PhysicallyBased/index.html"&gt;Physically Based Materials | Unreal Engine Documentation&lt;/A&gt;) in combination to what you typically use like diffuse (which is the same as the colormap in CGA), normal and opacity maps. Let me know if you want to know more.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;Cheers&lt;/P&gt;&lt;P&gt;Ben&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Wed, 19 Feb 2020 10:36:30 GMT</pubDate>
      <guid>https://community.esri.com/t5/arcgis-cityengine-questions/pbr-name-connection-material-opacity/m-p/83723#M1173</guid>
      <dc:creator>BenjaminNeukom</dc:creator>
      <dc:date>2020-02-19T10:36:30Z</dc:date>
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