/Material-Basher

A PBR-compatible material maker, for converting non-PBR textures

Primary LanguageGDScript

Material Basher

Material Basher is a tool made in Godot 3 for turning non-PBR textures into PBR-workflow-compatible material data. This does not create accurate PBR materials, it just makes it possible to use non-PBR textures in PBR rendering pipelines without them being incredibly ugly.

Screenshot

Features

  • normal map generation via octave analysis (exports both GL-style and DX-style normal maps)
  • depth map* generation via octave analysis (displacement map generation to come later)
  • ambient occlusion map generation via blue-based divot analysis (similar in spirit to difference-of-gaussians)
  • metallicity map generation via color mapping
  • roughness map generation via color mapping
  • ambient occlusion removal from albedo texture (shading removal)
  • many different preview shapes (sphere, cube, cylinders, planes)
  • custom preview meshes (drag and drop a .obj file with proper UVs)

(* height maps can already be generated but won't display properly and will work strangely with ambient occlusion map generation)

How to use

Drag and drop a texture onto the window, then play around with the buttons and sliders until the material looks good. Have fun!

What? Making non-PBR textures look good with PBR properties is an art, not a science. Practice, practice, practice.

License

Copyright 2023 "Wareya" (wareya@gmail.com) and any contributors

Licensed under the Apache License, Version 2.0 (the "License"); you may not use this software except in compliance with the License. You may obtain a copy of the License at

http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.

Third-party licenses

Third party copyright and license info for Godot and its dependencies can be found in the third party copyright info text file.

Also uses Native Dialogs under the MIT license, as follows:

MIT License

Copyright (c) 2022 Tomás Espejo Gómez

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.