Zbrush Transforms Demystified
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| Type | Identifier | Usage |
| Ambient Occlusion | ambient_occlusion | ambientOcclusion |
| Anisotropy Angle | anisotropyangle | anisotropyangle |
| Anisotropy Level | anisotropylevel | anisotropylevel |
| Base Color | basecolor | basecolor |
| Color ID | id | colorID |
| Curvature | curvature | curvature |
| Diffuse | diffuse | diffuse |
| Height | height | height |
| IOR | ior | ior |
| Metallic | metallic | metallic |
| Normal | normal | normal |
| Position | position | position |
| Reflection | reflection | reflection |
| Roughness | roughness | roughness |
| Specular | specular | specular |
| Specular Level | specularlevel | specularlevel |
| Thickness | thickness | thickness |
| Transmissive | transmissive | transmissive |
| User 0 | user0 | user0 |
| User 1 | user1 | user1 |
| User 2 | user2 | user2 |
| User 3 | user3 | user3 |
| User 4 | user4 | user4 |
| User 5 | user5 | user5 |
| User 6 | user6 | user6 |
| User 7 | user7 | user7 |
| World space normals | world_space_normals | normalWS |
Legacy
- _MainTex (Texture, diffuse color in the RGB channels, transparency in the A channel)
- _Color (Color, diffuse color tint. This is multiplied by _MainTex)
- _SpecMap (Texture, specular map)
- _SpecColor (Color, specular color tint)
- _Shininess (Value or Slider, controls glossiness)
- _BumpMap (Texture, normal map)
- _TransparencyLM (Texture, rgb channels define colored transparency)
- _Illum (Texture, for emissive materials. This will be a mask of _MainTex * _Color)
Standard
- Albedo (diffuse color)
- Normal (tangent space normal, if written)
- Emission
- Specular (specular power in 0..1 range)
- Gloss (specular intensity)
- Alpha (alpha for transparencies)
Physical (metallic)
- Albedo (base - diffuse or specular - color)
- Normal (tangent space normal, if written)
- Emission
- Metallic (0=non-metal, 1=metal)
- Smoothness (0=rough, 1=smooth)
- Occlusion (occlusion - default 1)
- Alpha (alpha for transparencies)
Physical (specular)
- Albedo (diffuse color)
- Specular (specular color)
- Normal (tangent space normal, if written)
- Emission
- Smoothness (0=rough, 1=smooth)
- Occlusion (occlusion - default 1)
- Alpha (alpha for transparencies)
- Level of Detail (LOD)
"Unity lets you set maximum LOD levels and a LOD bias preference (ie, whether to favour higher or lower LOD levels at threshold distances) in the Quality Settings."
Unity3D Documentation:
- Shader LOD Values
VertexLit kind of shaders = 100
Decal, Reflective VertexLit = 150
Diffuse = 200
Diffuse Detail, Reflective Bumped Unlit, Reflective Bumped VertexLit = 250
Bumped, Specular = 300
Bumped Specular = 400
Parallax = 500
Parallax Specular = 600
- Global Shader LOD Setting
Shader Forge:
| Decimal | 8bit | Angular |
| 0.05 | 13 | 18 |
| 0.1 | 26 | 36 |
| 0.15 | 38 | 54 |
| 0.2 | 51 | 72 |
| 0.25 | 64 | 90 |
| 0.3 | 77 | 108 |
| 0.35 | 90 | 126 |
| 0.4 | 102 | 144 |
| 0.45 | 115 | 162 |
| 0.5 | 128 | 180 |
| 0.55 | 141 | 198 |
| 0.6 | 154 | 216 |
| 0.65 | 166 | 234 |
| 0.7 | 179 | 252 |
| 0.75 | 192 | 270 |
| 0.8 | 205 | 288 |
| 0.85 | 218 | 306 |
| 0.9 | 230 | 324 |
| 0.95 | 243 | 342 |
| 1.0 | 255 | 360 |
- Invert Gloss to generate Roughness
- Metal must be done manually.
- Diffuse/Albedo is more trick if the material is metallic. Spec color is a base for albedo, since Diffuse is black for metals.