This tool streamlines PBR mapping for textures in usda project files for the Nvidia Remix Toolkit. To cut out the step of opening remix every time to put the textures on materials and trying to navigate a 'probably' incomplete capture
It was made to assist me in remastering Mount & Blade: Warband
Note - Please run this program in same drive you have ingest folder and remix project
And make sure to manually already have put a texture on 1 material in the project file you edit to correctly set up the section for the tool to use
When you run the program, it will request three folders:
- Ingestion Folder
- USDA File to Append
- Destination Folder
Your current step is displayed on top left of file explorer
Folders and their files from the ingestion folder will be moved to the destination folder after processing.
Your ingestion folder should include folders named with the material ID of the assets, MUST BE THIS FORMAT "Material Name - MaterialID".
Example:
These folders should hold pre-converted files from remix ingestion. The files must be labeled at the end of the filename with _diffuse
, _height
, roughness
, _normals
or _metallic
before ingestion. Although they don't need to have material IDs, they can be named anything. For example, ingesting jimhadafish_normals.png
will work.
NEW - Will dynamically apply what maps are available to it per material. If a folder has only a diffuse, roughness, and metallic map it will apply only those maps to the material.
It will auto set height map displacement to 0.01
Example:
Navigate to the USDA file you wish to append in your project folder. Although it's possible to append to your root mod.usda
, it's recommended to work in a sub-layer per level.
This program will not make a correct scratch usda file it will only edit ones made from remix correctly.
I recommend mapping one material texture to a usda before using tool so remix generates a "looks" section correctly.
Your destination folder must be inside your project folder, specifically under a folder named assets
(e.g., rootprojectfolder/assets
).
Example:
You can create as many layers of subfolders as you want within the assets folder, the program will recognize them. Example: /assets/Halo/level_5/GroundTextures works
Ideal Workflow I was envisioning making this program
- Make pbr maps
- Ingest into remix to convert put in folder named "Material Name - MaterialID" REPEAT for x amount of materials
- Run Program
- Run game
TO DO:
Add better new from scratch usda file handeling
DISCLAIMER: Please backup your files often / before trying this for first time. I havent had a problem but i dont want to mess up your project.