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[Tutorial] Ripping Guide for Animal Crossing New Horizons
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(05-12-2020, 10:01 PM)Random Talking Bush Wrote:
(05-12-2020, 09:46 PM)Fluffy McMalamute Wrote: So, while looking into the Material setting in the Switch Toolbox, I am trying to confirm where the channels for the _Mix map are assigned. I think these are the settings I am looking at:

*image*

And, from an earlier post: A=0, R=1, G=2, B=3

SO: _Rgh=G, _Mtl=G, _Ocl=R

The others I am guessing at: "material_thickness[_channel]" might be secondary bump map, though the 1000 says it is not used on this model. "material_select_fresnel[_channel] is the Edge Light Coordinate, though again, 1000 denotes not used (related to the _Crv, perhaps?). "material_select_fresnelmask[_channel]" is the _Crv(again, 1000). "material_select_speculmap[_channel]" is if the _Mix has an included _Spc map (no, since it is set to 1000).

Am I getting this right?
Sort of, but not quite. From my understanding, it's R = 0, G = 1, B = 2, A = 3. And for the "material_select" parameters, 0 is usually _Alb, 1 is _Nrm, 2 is the _Mix, and 1000 implies it uses a "default" parameter.

So in your reference pic, it's actually R = _Mtl (metalness_channel = 0), G = Occlusion (occlusion_channel = 1), B = Roughness (roughness_channel = 2). And keep an eye out for "material_specularmap_mode", if that's set to 1 then the blue channel is usually for the specular (_Spc).

Thanks for the confirmation! I was actually looking at the maps (this is for one of the door styles) and was coming to a similar conclusion. And the rest of the info is extremely helpful...and probably something you already posted elsewhere, so apologies for that. Now to continue going through these models. Much appreciated!
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RE: [Tutorial] Ripping Guide for Animal Crossing New Horizons - by Fluffy McMalamute - 05-12-2020, 10:12 PM
How to fit the animation in NPC? - by chomil96 - 12-07-2021, 03:37 AM

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