
Note: For the final release, this system of channel packing will be upgraded to the new “Texture Sets” system, which will be much more flexible in regards to file naming and texture map/channel management. See the Height Maps subsection of the New PBR Texture Maps section Note: Alternatively, this texture file can store a height map instead of a normal map.
The “*_mer” suffix is just a reminder that the Metallic, Emissive, and Roughness maps go into the RGB channels, respectively. Blue channel = Roughness map (grayscale).
Green channel = Emissive map (grayscale). Note: Texture sets that do use opacity maps can store them in this alpha channel. Not used for this specific texture set since the gold_ore block is intended to be fully opaque. Red, Green, and Blue (RGB) channels = Base Color map. Packing the maps reduces the overall file size and number of files of the new texture set.įor example, for a PBR version of the “gold_ore” block: This is how the various PBR texture maps relate to objects in the game:Ħ PBR Texture Maps >packed into> 3 Texture Files (.PNG) >referred to as a> Texture Set >for each> Block/Item/ObjectĬurrently, each of the 6 PBR maps get packed into the channels of 3 texture files, which are then used by the game.