Exporting materials - Gargaj/Foxotron GitHub Wiki
Exporting materials
Foxotron currently supports two shading models: A modern, physically based (PBR) one, and a classic Phong-based "specgloss" one.
Physically based
Foxotron supports the following common map types:
- Albedo
- Roughness
- Metallic
- Normal
- Emissive
- AO (Ambient Occlusion)
Exporting PBR from Blender
You can export some of the above mentioned maps from Blender by setting your material up as a Principled BSDF shader like so:
Note that Blender's BSDF doesn't currently support AO maps.
Exporting PBR from 3ds max
You can export some of the above mentioned maps from 3ds max by setting your material up a Physical Material in the Slate material editor like so:
SpecGloss / Phong
Foxotron supports the following common map types:
- Ambient
- Diffuse
- Specular
- Emissive
- Normal
Exporting Phong from Blender
You can export some of the above mentioned maps from Blender by setting your material up as a Principled BSDF or Specular shader like so:
"Base Color" is your Diffuse channel; Blender doesn't currently support an Ambient map.
Exporting Phong from 3ds max
You can export some of the above mentioned maps from 3ds max by setting your material up a Standard material in the Slate material editor like so: