Material Regions - Workflow Presets & Data Mapping by Jens Kafitz |
Different Artists and Studios have different kinds of Channel Requirements.
Material Regions come with three default workflow flavours to support a good mixture of Game & Film workflows.
By utilizing the PBR Conversion Nodes you can also convert between workflows, giving you the freedom
to work in your preferred system and only worry about outputting the pipeline standard at the end.
Regions all have a common data chain (INPUT / OUTPUT) that is used to transfer data between regions.
For information, the mapping of Material Attributes to the different Inputs & Outputs is included below with each workflow.
A variety of Region Presets exist to work with different common workflows such as:
Supported Color+Alpha Channel Types (RGBA):
Supported Color Channel Types (RGB):
Supported Greyscale Channel Types (FLOAT):
Input/Output Data Mapping:
Supported Color Channel Types (RGBA):
Supported Greyscale Channel Types (FLOAT):
Input/Output Data Mapping:
Supported Color+Alpha Channel Types (RGBA):
Supported Greyscale Channel Types (FLOAT):
Input/Output Data Mapping:
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