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Below are a list of suggested names for different types of materials. The idea here is that there should be a unique identifier which tells us what format the texture should be saved in and what it should do. These identifiers are also all unique from previous formats.

DescriptionSuffixShaderTexture Format
Albedo Maps with no alpha channel _AlbAllsRGB, RGB (RGB: Albedo)
Albedo Maps with alpha channel_AlbaAllsRGB, RGBA (RGB: Albedo, A: usually Opacity)
Albedo Map with roughness in alpha_AlbrAllsRGB, RGBA (RGB: Albedo, A: Roughness)
Metallic Roughness_MrStandardLinear, RG (R: Metallic, G: Roughness)
AO Specular_AosStandard, RoadLinear, RG (R: Specular, G: AO)
Normal_NmAllLinear, RG (RG: Normal)
Overlay (with alpha)_Ov(a)Blend, RoadLinear, RGBA (RGB: Albedo Overlay, optional alpha)
Decals (with alpha)_Dc(a)StandardsRGB, RGBA (RGB: Decal albedo, optional alpha)
Multiplication (with alpha)_Mu(a)BlendLinear, RGBA (RGB: Albedo Multiplication, optional alpha)
Pattern_PtTerrainLinear, RG (R: Pattern 1, G: Pattern 2)
Mix_MxTerrainLinear, RG (RG: Mixmap)
Groove_GrRoadLinear, RG (R: Groove upto 50% wear, G: Groove upto 100% wear)
Marble Dust Mask_MdmRoadLinear, RG (R: Marble mask, G: Dust Mask)
Blend Wet Mask_BwmRoadLinear, RG (R: Overlay Mask or Mix Map, G: Wet Mask)
Road Details Map_RdtRoad/CurbLinear, RGBA (R: Dust, G: Groove, B: Wear, A: Puddles)
Blend Map_BlStandard BlendLinear, RG (R: Blend Mask)
Emissive Map_Em(a)StandardLinear, RGBA (RGB: Emissive Light, optional alpha)
Splatter Map_SplTerrainLinear, RGBA (RGB: Blend Albedo Maps, A: Baked Shadows)
Cloud Map_clCloudsLinear, RG (R: Linear Albedo, G: Alpha Mask)

Here are some examples of file names:

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Non PBR Naming

This is legacy suffix for any non PBR content.

DescriptionSuffixTexture Format
Specular Map_SpecLinear, RGB
Multiplication Map_MulLinear, RGB

Objects

Objects should be named in a similar fashion to the textures. Ensuring that they are significantly unique to ensure that we will not end up with two objects of the same name between cars and tracks. Generally with cars the objects are prefixed by the car unique identifier, so this reduces the chances of this happening somewhat. There are also some specific naming procedures for certain objects.

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  • _Deprecated
  • _Splines
  • _SatRef
  • _SampleObjects

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Then it is advised to layer things sensibly after this, and to make use of sub layers. Below are some suggested groups, however these will expand and contract depending on the nature of the location:

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