...
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.
Description | Suffix | Shader | Texture Format |
---|---|---|---|
Albedo Maps with no alpha channel | _Alb | All | sRGB, RGB (RGB: Albedo) |
Albedo Maps with alpha channel | _Alba | All | sRGB, RGBA (RGB: Albedo, A: usually Opacity) |
Albedo Map with roughness in alpha | _Albr | All | sRGB, RGBA (RGB: Albedo, A: Roughness) |
Metallic Roughness | _Mr | Standard | Linear, RG (R: Metallic, G: Roughness) |
AO Specular | _Aos | Standard, Road | Linear, RG (R: Specular, G: AO) |
Normal | _Nm | All | Linear, RG (RG: Normal) |
Overlay (with alpha) | _Ov(a) | Blend, Road | Linear, RGBA (RGB: Albedo Overlay, optional alpha) |
Decals (with alpha) | _Dc(a) | Standard | sRGB, RGBA (RGB: Decal albedo, optional alpha) |
Multiplication (with alpha) | _Mu(a) | Blend | Linear, RGBA (RGB: Albedo Multiplication, optional alpha) |
Pattern | _Pt | Terrain | Linear, RG (R: Pattern 1, G: Pattern 2) |
Mix | _Mx | Terrain | Linear, RG (RG: Mixmap) |
Groove | _Gr | Road | Linear, RG (R: Groove upto 50% wear, G: Groove upto 100% wear) |
Marble Dust Mask | _Mdm | Road | Linear, RG (R: Marble mask, G: Dust Mask) |
Blend Wet Mask | _Bwm | Road | Linear, RG (R: Overlay Mask or Mix Map, G: Wet Mask) |
Road Details Map | _Rdt | Road/Curb | Linear, RGBA (R: Dust, G: Groove, B: Wear, A: Puddles) |
Blend Map | _Bl | Standard Blend | Linear, RG (R: Blend Mask) |
Emissive Map | _Em(a) | Standard | Linear, RGBA (RGB: Emissive Light, optional alpha) |
Splatter Map | _Spl | Terrain | Linear, RGBA (RGB: Blend Albedo Maps, A: Baked Shadows) |
Cloud Map | _cl | Clouds | Linear, RG (R: Linear Albedo, G: Alpha Mask) |
Here are some examples of file names:
Non PBR Naming
This is legacy suffix for any non PBR content.
Description | Suffix | Texture Format |
---|---|---|
Specular Map | _Spec | Linear, RGB |
Multiplication Map | _Mul | Linear, 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.
...
- _Deprecated
- _Splines
- _SatRef
- _SampleObjects
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:
...