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MrSwizzle

MrSwizzle is a small command line and gui tool that was created to quickly convert gametextures.com texture zips and arbitrary texture sets on disk to a common PBR representation. This tool runs both as a headless commandline tool and interactive gui tool.

If you are interested in the image processing code, it can be found here: https://github.com/derkreature/critter/blob/master/swizzling/CtrImageFunctionNode.h

I am interested in providing support for Unreal and Unity, but I don't use these engines myself. Please let me know if this is / would be useful to you and I am happy to add any required extra operations or pipeline additions.

MrSwizzleCover1 MrSwizzleCover2

About

MrSwizzle is provided under the MIT License(MIT) Copyright(c) 2015 Matt Davidson. Please see the LICENSE file for full details.

Feel free to contact me with questions, corrections or ideas. https://github.com/derkreature/ http://www.derkreature.com/

Quick download link: https://github.com/derkreature/MrSwizzle/archive/master.zip

Building

1.) Run "MrSwizzle.bat" in the source root directory. This will run CMake and automatically setup all dependencies.
    IblBaker.bat automatically configures for Visual Studio 2015 x64 and builds with the community edition. 
    You should not need to change any of the CMake config options.
2.) The output of IblBaker.bat is "Build64" in the root directory. 
3.) Open Build64/MrSizzle.sln 
4.) Set startup project to MrSwizzle. There is no elegant way to do this in CMake.
5.) Build and run.

Using MrSwizzle on the command line

All commandline options are optional. Valid arguments to MrSwizzle include:

  • [--help] Shows this list of commands.
  • [--headless] Runs the tool Headless, I.e., without a window or GUI. This is also the only way to run the tool and have output saved from the commandline.
  • [--gtarchive] Specify a gametextures.com Archive. E.g., "c:/Metal_GalvanizedTrashy_PBR.zip"
  • [--dirts] Specify a Texture Set using the Albedo Path File Name for the texture set.
  • [--pbrout] Specify the PBR output pattern filename. (Should be a DDS filename if you wish to preserve mips). Can be any freeimage
  • [--envsrc] Specify environment map filename source and pathname (Cross cube or Lat Long dds, exr, or hdr).
  • [--envout] Environment Output Path and FileName (must be a DDS filename, all outputs are based on this filename and path).
  • [--alb] Albedo Filename Pattern. E.g., if "alb" would form the albedo path redbrick_alb.tga or redbrick_2k_alb.tga for the 2k albedo image in a gametextures archive.
  • [--norm] Tangent Normal Filename Pattern. E.g., if "nrm" would form the albedo path redbrick_nrm.tga or redbrick_2k_nrm.tga for the 2k tangent normal image in a gametextures archive.
  • [--gloss] Gloss Filename Pattern. E.g., if "g" would form the gloss path redbrick_g.tga or redbrick_2k_g.tga for the 2k tangent normal image in a gametextures archive.
  • [--metal] Metal Mask Filename Pattern. E.g., if "metal" would form the metal path redbrick_metal.tga or redbrick_2k_metal.tga for the 2k metal image in a gametextures archive.
  • [--s] Specular Color Filename Pattern. E.g., if "specular" would form the specular path redbrick_specular.tga or redbrick_2k_specular.tga for the 2k specular image in a gametextures archive.
  • [--ao] Ambient Occlusion Filename Pattern. E.g., if "ao" would form the ambient occlusion path redbrick_ao.tga or redbrick_2k_ao.tga for the 2k metal image in a gametextures archive.
  • [--height] Height Filename Pattern. E.g., if "height" would form height path redbrick_height.tga or redbrick_2k_height.tga for the 2k metal image in a gametextures archive.
  • [--rmc] Roughness - Metalness - Caviety Filename Pattern. (Output file).
  • [--gtres] Game Textures Resolution. Valid values are 256, 512, 1024, 2048. Not used if loading from an image set on disk.
  • [--commonres] Common Resolution. All input images are rescaled to this common resolution for image processing operations.
  • [--umr] Use Metal Mask R. Boolean that specifies whether to use the Red channel when generating the metalness mask.
  • [--umg] Use Metal Mask G. Boolean that specifies whether to use the Green channel when generating the metalness mask.
  • [--umb] Use Metal Mask B. Boolean that specifies whether to use the Blue channel when generating the metalness mask.
  • [--uma] Use Metal Mask B. Boolean that specifies whether to use the Blue channel when generating the metalness mask.
  • [--gm] Generate mips, on or off. Boolean that specifies whether to generate mip maps or not.
  • [--nm] Normalize Normal Map Mips. Boolean that specifies whether to renormalize normalmap mips.
  • [--gentok] Boolean indicating whether to generate Toksvig maps from unnormalized normal map mips.
  • [--cps] String indicating whether to process color pixels in "Linear" or "Gamma" space.
  • [--uvscale] Float specifying the texture repeat scale on the visualization mesh.

Using MrSwizzle in its GUI

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Image processing tool for physically based shading.

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