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Exporting from Blender

tobspr edited this page Jul 17, 2014 · 28 revisions

This pipeline uses Physically Based Shading. In order to create your materials properly in Blender, there are a few important things:

First, every material has 4 or 5 textures, in the following order:

  1. Diffuse
  2. Normal
  3. Specular
  4. Roughness
  5. Displace (Optional)

It is important that you don't skip any of the slots, as the indices change then! If you have a material which does not require a normal texture for example, setup an empty texture for it. There are empty textures included in the pipeline at Data/Textures/EmptyXXXTexture.png. It could look like this then:

Material with no real assigned textures

You should use the empty textures provided by the pipeline, as they contain some fixed (necessary) values. Remember to use UV-Mapped coordinates for all textures, otherwise yabee can not export them properly.

All textures sizes should be a power-of two. I recommend a size of 1024x1024 or less, but for highly detailed materials you can use higher resolutions. Notice that not all textures have to have the same size. You can for example use a 512x512 for the diffuse, but a 2048x2048 texture for the specular to increase detail.

Your diffuse texture should be 8bit RGBA, storing the alpha mask in the alpha channel. If your texture is RGB only, no alpha mask will be used. A sample diffuse texture could look like this:

Sample diffuse texture