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 must be the same texture as albedo Map. Only if the albedo map is also bound to the opacity map channel then the opacity map is considered assigned. If it is the case, the Albedo/Opacity Map is scanned and if there are meaningful alpha values then Opacity map is used. |
|
|
Blender
|
|
|
|
Opacity = Opacity
| Opacity = 1 - average(Blender.Transparency.Alpha)
|
| |
Opacity = Opacity OpacityMap = Tex.Mat.TransparencyFactor (if the same as AlbedoMap) | Opacity = 1 - average(Blender.Transparency.Alpha) Tex.Mat.TransparencyFactor= Blender.Texture.Diffuse.Alpha |
| |
Opacity = Opacity OpacityMap = Tex.Mat.TransparencyFactor | Opacity = 1 - average(Blender.Transparency.Alpha) Tex.Mat.TransparencyFactor= 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
| |
Opacity = Opacity OpacityMap = Tex.Mat.TransparentColor (if the same as AlbedoMap) | 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 | DiffuseColor= Blender.DiffuseColor DiffuseFactor= Blender.DiffuseIntensity 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 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 | |
Emissive = NOT USED EmissiveMap = Tex.Mat.EmissiveFactor | EmissiveColor = Blender.Diffuse.Color EmissiveFactor = Blender.Shading.Emit Tex.Mat.EmissiveFactor = Blender.Texture.Shading.Emit |
| |
Maya
|
|
|
|
Emissive = EmissiveColor
| EmissiveColor = Maya.IncandescenceColor |
| |
Emissive = NOT USED EmissiveMap = Tex.Mat.EmissiveColor | EmissiveColor = Vec3(0.5) Tex.Mat.EmissiveColor = Maya.Incandescence.Texture |
| |
|
|
|
|
Hifi Roughness Value & Map
|
|
|
|
Blender
|
|
|
|
Roughness = 1 - Shininess / 100
| Shininess = Hardness * 100 / 512
|
| |
Roughness = NOT USED RoughnessMap = monochrome(1 - Tex.Mat.ShininessExponent) | Shininess = Hardness * 100 / 512 Tex.Mat.ShininessExponent = Blender.Texture.Specular.Hardness |
| |
Maya
|
|
|
|
Roughness = 1 - Shininess / 100
| Shininess = Maya.CosinePower
|
| |
Roughness = NOT USED RoughnessMap = monochrome(1 - Tex.Mat.ShininessExponent) | 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 |
| |
Metallic= NOT USED MetallicMap = monochrome(Tex.Mat.SpecularColor) | SpecularColor = Blender.Specular.Color SpecularFactor = 0.5 * Blender.Specular.Intensity Tex.Mat.SpecularColor = Blender.Texture.Specular.Color |
| |
Metallic= NOT USED MetallicMap = monochrome(Tex.Mat.SpecularFactor) | SpecularColor = Blender.Specular.Color SpecularFactor = 0.5 * Blender.Specular.Intensity Tex.Mat.SpecularFactor = Blender.Texture.Specular.Intensity |
| |
Maya
|
|
|
|
Metallic = maxCoord(SpecularColor)
| SpecularColor = Maya.SpecularColor
|
| |
Metallic = NOT USED MetallicMap = monochrome(Tex.Mat.SpecularColor) | 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
|
|
|
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|
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