Forum Discussion

KingXCIV's avatar
KingXCIV
MHCP Partner
11 months ago

How do we make our objects Metal or Chrome and Glass?

I'm Canadian. So, I can only assume that I don't have all the required access that I need.

I'm trying to make an object shine like metal or chrome. But the texture codes that are provided are not working on my end. 

According to the MHCP site for CMI in order to have something shine like metal. The file must be _BR, and the material name ending in _Metal. This does absolutely nothing for shine or adjustment for metal texture. It will make the object darker. But it will not put a shine to show separation of material. Am I doing something wrong, a bug, or not available for Canadians?

Also issue with the glass as well. Only making the object look inverted, even though the faces are normal without being flipped.

What am I doing wrong?

 

Note: I'm able to do emission glow for objects, but that seems to be the only material that seems to work for me. Everything else does not work.

Works- Glow PNG: Glow_BR.png Glow_MEO.png Material: Glow_BR, Glow_MEO.

Does not Work- Transparent PNG: Transparent_BR.png Transparent_MESA.png Material: Transparent_BR, Transparent_Transparent. But having _BR painted as a material. Which made my object look inverted.

Does not Work- Metal: Metal_BR.png Material: Metal_Metal

8 Replies

  • Hello there!

    I will be more than happy to help with this. 

    Theres a lot of things to consider when trying to use textures for this process, one being is what kind of textures are you using? and have they been channel packed? 

    What is Channel Packing?

    It's basically taking a base color texture and combining with a roughness texture into an alpha channel (greyscale), This process can be done in a few different ways

    Photoshop:

     

    • Open your Base Color texture in Photoshop.
    • This texture is in RGB mode, meaning it has three color channels (Red, Green, Blue).

    Add Roughness to the Alpha Channel:

     

    • Open your Roughness texture in Photoshop.
    • Press Ctrl + A to select the entire image and Ctrl + C to copy it.
    • Go to your Base Color image tab.
    • Open the Channels Panel (Window → Channels).
    • Click the "Create New Channel" button (this creates an Alpha channel).
    • Press Ctrl + V to paste the Roughness texture into the Alpha Channel.

     

    Substance Painter: 

     

    • Open your Substance Painter project.
    • Make sure your material has the necessary maps (Base Color and Roughness) applied.

    Create a Custom Export Preset:

     

    • Go to File → Export Textures
    • Under Output Templates, click + to create a new preset.
    • Name it something like "Horizon Outputs".
    • In the Output Maps section, click Add Output Map.

    Assign the Texture Channels:

    1. Click Add RGB+A (Bitmap) to create a new texture output.
    2. Click on the new output and rename it to something like Texture_BR.
    3. Assign channels as follows:
      • RGB → Base Color (Drag Base Color into RGB).
      • A (Alpha) → Roughness (Drag Roughness into the Alpha channel).

    Then Export! 

     

    Or you can use an online texture packing service! 

    Here are a few:

    https://polycount.com/discussion/224942/easy-channel-packing-tool

    https://defconnet.work/en/texture-channel-packer-en/

     

     

    Hope this helps!

     

     

     

     

     

    • KingXCIV's avatar
      KingXCIV
      MHCP Partner

      Yes, I have done all of these solutions that you and others had provided. Yet, these solutions are not working on my end still.

      (I would apply for a mentor program long time ago. But, apparently I won't be getting access to that for awhile. So, it's not like I can work with someone to get step by step in-person. To avoid being told the same repetitive responses, which I had claimed several times before that are not helpful and then told "I DON'T KNOW" about my issues.

      I had adjusted the attribute of the object and so on. I've built on VRC. Yet, I don't get these issues whatsoever. When dealing with the materials. Even in the horizon world assets, the objects that are suppose to have glass, doesn't. (TRI-MESH) Should I make a ticket for this issue? 

      • PigeonNo12's avatar
        PigeonNo12
        MHCP Partner

        Can you share the texture and model that you are trying to import?

  • Thanks for providing the files. I noticed two things:

    * FBX files materials:

    All the examples that you shared had 2 materials. While this is permitted, for simple transparencies you don't this. You only need to assign one material, named with the _Transparent suffix. For example: Cube_Transparent

    * Textures:

    The textures that you shared are completely white, both the _BR and the _MESA. With the Transparent Materials type, the BR texture will contain the color information and Roughness. Considering this, your _BR file is ok.

    Now, with the _MESA file, what you expect is a grayscale image that determines the level of transparency of the color. Think about it as a filter, controlling how much color can be rendered. This, however, it's not as easy as creating a grayscale image, this has to added to the correct texture channel, in this case the alpha channel. It's common to use Gimp, Photoshop or Substance Painter for this task. I also recommend this open-source solution, where you can plug in the attributes in the different channels, and export it as a single png texture: GitHub - Fidifis/TextureMerge: pack/merge textures into image channels.

    I sent you an example; it's a simple plane with different transparency levels. These are the file names:

     

     

     

  • I tried this as well. My object comes out as flat as a tire... SMH. No gloss or shine whatsoever

    • Shards632's avatar
      Shards632
      MHCP Mentor

      How rough is your R channel? I would recommend zeroing it out completely, and making SURE that your PNG handling workflow does not then discard color information (this is a known problem many people have using GIMP and other tools because the default is to discard color info from "transparent" pixels.  But the 'alpha' channel isn't 'transparency' in a _BR.png channel packed texture).

      Anyway, if you have a very rough surface (e.g. alpha channel of 1 in your _BR.png), it will not be very shiny at all.

      • KingXCIV's avatar
        KingXCIV
        MHCP Partner

        That's the same issue with me. I would have roughness on zero and metal on one. Then I would do the _Metal as instructed on the CMI page and it doesn't give a shine.