Dears, I would like to suggest some reviews for IMAGE TEXTURE and NORMAL MAP nodes interface to help with PBR workflow. This could be implemented in 2.8.
1. COLOR SPACE. Today we need to open a drop down menu and pick color (sRGB) / non-color (linear). In a PBR workflow, most of textures should be linear (roughness, metallic, normal map, ambient occlusion etc) and only albedo/base color is usually a sRGB bitmap. Therefore, we need to perform 2 clicks over the majority of textures we import... A better approach would be to have just a check box for "[ ] sRGB", like in Unreal. If it is checked (default), color space is gamma corrected, if it is not, it is linear. Believe me, when you have a scene with dozens of PBR material, this is a huge time saving. 2. RGB output slots [not as needed as above]. Now we have COLOR and ALPHA outputs from a Image Texture node. In PBR workflows is very common to merge gray scale maps into the four channels of a RGBA texture. It would be nice to have as outputs COLOR, R, G, B and ALPHA, like in Unreal. [This can be done via Separate RGB, of course]. 3. INVERT GREEN / Y in NORMAL MAP node. There are two standards today for normal maps: OpenGL (Blender) and DirectX. Most systems offers a check box to invert direction of the Y channel. Bake in Blender does, so it seems reasonable to have it in NM also. Best regards, *Adriano A. Oliveira* _______________________________________________ Bf-committers mailing list Bf-committers@blender.org https://lists.blender.org/mailman/listinfo/bf-committers