Channel
| Fields
| Type
| Configurations
| Results
|
---|---|---|---|---|
Opacity
| value & map
| scalar in [0,1]
| value
| value
|
|
|
| map
| map.a
|
|
|
| value & map
| value * map.a
|
Albedo
| value & map
| sRGB color
| value
| value
|
|
|
| map
| map.rgb
|
|
|
| value & map
| value * map.rgb
|
Roughness
| value & map
| scalar in [0,1]
| value
| value
|
|
|
| map
| map.r
|
Metallic
| value & map
| scalar in [0,1]
| value
| value
|
|
|
| map
| map.r
|
Emissive
| value & map
| sRGB color
| value
| value
|
|
|
| map
| map.rgb
|
Normal
| map
| XYZ normal
| map
| map.xyz
|
Occlusion
| map
| scalar in [0,1]
| map
| map.r
|
Lightmap
| map
| sRGB Radiance
| map
| map.rgb
|
HIFI Material Properties
| FBX Fields
| Software UI
| Comment
|
---|---|---|---|
Hifi Opacity Value & Map
| Opacity Map is expected to be the same as albedo Map By default Albedo Map is scanned and if there is an alpha channel with meaningful values then the albedo map is also bound to the Opacity Map field of the material |
|
|
Blender
|
|
|
|
Opacity = Opacity
| Opacity = 1 - average(Blender.Transparency.Alpha)
|
| |
OpacityMap = Tex.Mat.TransparentFactor Opacity = Opacity | Opacity = 1 - average(Blender.Transparency.Alpha) Tex.Mat.TransparentFactor= Blender.Texture.Diffuse.Alpha |
| |
OpacityMap = Tex.Mat.TransparentFactorOpacity = Opacity
| Opacity = 1 - average(Blender.Transparency.Alpha) Tex.Mat.TransparentFactor= Blender.Texture.Diffuse.Alpha Tex.Mat.DiffuseColor: Blender.Texture.Diffuse.Color | When AlbedoMap and Opacity Map are the same then check the 2 channels in the Influence ui.
| |
Maya
|
|
|
|
Opacity = Opacity
| Opacity = 1 - average(Maya.TransparencyColor) | Hifi doesn't support colored transparency. The Transparency color is just a gray value
| |
OpacityMap = Tex.Mat.Transparency Opacity = Opacity | Opacity = 1 Tex.Mat.TransparentColor= Maya.TransparencyColor.Texture |
| |
|
|
|
|
Hifi Albedo Color & Map
|
|
|
|
Blender
|
|
|
|
Albedo = DiffuseColor * DiffuseFactor
| DiffuseColor= Blender.DiffuseColor DiffuseFactor= Blender.DiffuseIntensity | ||
AlbedoMap = Tex.Mat.DiffuseColor | Tex.Mat.DiffuseColor: Blender.Texture.Diffuse.Color
| Use the Diffuse.Color texture influence Not the Diffuse.Intensity which overides extra fields As indicated above, the Blender Diffuse color map can contains Opacity map, check the Alpha influence if needed | |
Maya
|
|
|
|
Albedo = DiffuseColor * DiffuseFactor
| DiffuseColor = Maya.Color DiffuseFactor = Maya.Diffuse Diffuse = Maya.Color * Maya.Diffuse |
| |
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
| |
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
| |
|
|
|
|
Hifi Emissive Color & Map
|
|
|
|
Blender
|
|
|
|
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 |
| |
Maya
|
|
|
|
Emissive = EmissiveColor
| EmissiveColor = Maya.IncandescenceColor |
| |
EmissiveMap = Tex.Mat.EmissiveFactor Emissive = NOT USED | EmissiveColor = Vec3(0.5) Tex.Mat.EmissiveColor = Maya.Incandescence.Texture |
| |
|
|
|
|
Hifi Roughness Value & Map
|
|
|
|
Blender
|
|
|
|
Roughness = 1 - Shininess / 100
| Shininess = Hardness * 100 / 512
|
| |
RoughnessMap = monochrome(1 - Tex.Mat.ShininessExponent) Roughness = NOT USED | Shininess = Hardness * 100 / 512 Tex.Mat.ShininessExponent = Blender.Texture.Specular.Hardness |
| |
Maya
|
|
|
|
Roughness = 1 - Shininess / 100
| Shininess = Maya.CosinePower
|
| |
RoughnessMap = monochrome(1 - Tex.Mat.ShininessExponent) Roughness = NOT USED | Shininess = 20 Tex.Mat.ShininessExponent = Maya.SpecularPower.Texture |
| |
|
|
|
|
Hifi Metallic Value & Map
|
|
|
|
Blender
|
|
|
|
Metallic = maxCoord(SpecularColor)
| SpecularColor = Blender.Specular.Color SpecularFactor = 0.5 * Blender.Specular.Intensity |
| |
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 |
| |
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 |
| |
Maya
|
|
|
|
Metallic = maxCoord(SpecularColor)
| SpecularColor = Maya.SpecularColor
|
| |
MetallicMap = monochrome(Tex.Mat.SpecularColor) Metallic = NOT USED | SpecularColor = Vec3(0.5) Tex.Mat.SpecularColor = Maya.SpecularColor.Texture |
| |
|
|
|
|
Hifi Normal Map
|
|
|
|
Blender
|
|
|
|
NormalMap = Tex.Mat.NormalMap
| Tex.Mat.NormalMap = Blender.Texture.Geometry.Normal
| Pick "TextureSpace" for normal map | |
No way to define Normal map from a bumpmap in Blender that can be detected in FBX so NO bumpmap support from blender
|
|
|
|
Maya
|
|
|
|
NormalMap = Tex.Mat.NormalMap
| Tex.Mat.NormalMap = Maya.Bump_Mapping.Texture
| ||
NormalMap= convertToNormal(Tex.Mat.Bump)
| Tex.Mat.Bump = Maya.Bump_Mapping.Texture
| ||
|
|
|
|
Hifi Occlusion Map
|
|
|
|
Blender
|
|
|
|
Not supported
|
|
|
|
Maya
|
|
|
|
Not supported with the Phong material in Maya
|
|
|
|
|
|
|
|
Hifi Lightmap Map
| Lightmap is only used for material without emissive
|
|
|
Blender
|
|
|
|
Not supported
|
|
|
|
Maya
|
|
|
|
LightmapMap = Tex.Mat.AmbientColor
| Tex.Mat.AmbientColor = Maya.Ambient_Color.Texture
|
|
|
|
|
|
|