HIFI Material Properties
| FBX Fields
| Software UI
| Comment
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Hifi Albedo Color & Map
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Blender
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Albedo = DiffuseColor * DiffuseFactor
| DiffuseColor= Blender.DiffuseColor DiffuseFactor= Blender.DiffuseIntensity | ||
AlbedoMap = Tex.Mat.DiffuseColor | Tex.Mat.DiffuseColor: Blender.Texture.Diffuse.Color
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Maya
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Albedo = DiffuseColor * DiffuseFactor
| DiffuseColor = Maya.Color DiffuseFactor = Maya.Diffuse Diffuse = Maya.Color * Maya.Diffuse |
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Albedo = DiffuseColor * DiffuseFactor AlbedoMap = Tex.Mat.DiffuseFactor | DiffuseColor = Maya.Color DiffuseFactor = 0.5 Tex.Mat.DiffuseFactor = Maya.Diffuse.Texture | Texture and Diffuse Color are blended
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Albedo = DiffuseColor * DiffuseFactor AlbedoMap = Tex.Mat.DiffuseColor | DiffuseColor = Vec3(1.0) DiffuseFactor = Maya.Diffuse Tex.Mat.DiffuseColor = Maya.Color.Texture | Albedo Color is always exactly the Texture map color
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Hifi Emissive Color & Map
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Blender
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Emissive = EmissiveColor * EmissiveFactor
| EmissiveColor = Blender.Diffuse.Color EmissiveFactor = Blender.Shading.Emit | Emissive Color is always the Diffuse Color Shading Emit controls the Emissive Factor so it MUST be assigned correctly | |
EmissiveMap = Tex.Mat.EmissiveFactor Emissive = NOT USED | EmissiveColor = Blender.Diffuse.Color EmissiveFactor = Blender.Shading.Emit Tex.Mat.EmissiveFactor = Blender.Texture.Shading.Emit |
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Maya
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Emissive = EmissiveColor
| EmissiveColor = Maya.IncandescenceColor |
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EmissiveMap = Tex.Mat.EmissiveFactor Emissive = NOT USED | EmissiveColor = Vec3(0.5) Tex.Mat.EmissiveColor = Maya.Incandescence.Texture |
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Hifi Roughness Value & Map
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Blender
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Roughness = 1 - Shininess / 100
| Shininess = Hardness * 100 / 512
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RoughnessMap = monochrome(1 - Tex.Mat.ShininessExponent) Roughness = NOT USED | Shininess = Hardness * 100 / 512 Tex.Mat.ShininessExponent = Blender.Texture.Specular.Hardness |
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Maya
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Roughness = 1 - Shininess / 100
| Shininess = Maya.CosinePower
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RoughnessMap = monochrome(1 - Tex.Mat.ShininessExponent) Roughness = NOT USED | Shininess = 20 Tex.Mat.ShininessExponent = Maya.SpecularPower.Texture |
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Hifi Metallic Value & Map
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Blender
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Metallic = maxCoord(SpecularColor)
| SpecularColor = Blender.Specular.Color SpecularFactor = 0.5 * Blender.Specular.Intensity |
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MetallicMap = monochrome(Tex.Mat.SpecularColor) Metallic= NOT USED | SpecularColor = Blender.Specular.Color SpecularFactor = 0.5 * Blender.Specular.Intensity Tex.Mat.SpecularColor = Blender.Texture.Specular.Color |
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MetallicMap = monochrome(Tex.Mat.SpecularFactor) Metallic= NOT USED | SpecularColor = Blender.Specular.Color SpecularFactor = 0.5 * Blender.Specular.Intensity Tex.Mat.SpecularFactor = Blender.Texture.Specular.Intensity |
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Maya
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Metallic = maxCoord(SpecularColor)
| SpecularColor = Maya.SpecularColor
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MetallicMap = monochrome(Tex.Mat.SpecularColor) Metallic = NOT USED | SpecularColor = Vec3(0.5) Tex.Mat.SpecularColor = Maya.SpecularColor.Texture |
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