Open
Description
I'd like to propose updating the texture suffix convention as follows, which includes:
- Adding the missing Height/Displacement map. This should actually really by _D (as UE4 calls it Displacement), however that conflicts with the Diffuse/Albedo/Base Color map, which should really be _A (since it is an Albedo map in PBR), but that is already taken too, so _H seems like a good compromise. Unless the Diffuse/Albedo/Base Color map is changed to _BC (since UE4 calls it Base Color).
- Swapping the Alpha/Opacity and Ambient Occlusion suffix's as the engine refers to Alpha/Opacity simply as Opacity so it makes more sense for it to be _O.
Texture | T_ | ||
---|---|---|---|
Texture (Diffuse/Albedo/Base Color) | T_ | _D | |
Texture (Normal) | T_ | _N | |
Texture (Roughness) | T_ | _R | |
Texture (Alpha/Opacity) | T_ | _O | |
Texture (Ambient Occlusion) | T_ | _A | |
Texture (Height/Displacement) | T_ | _H | |
Texture (Bump) | T_ | _B | |
Texture (Emissive) | T_ | _E | |
Texture (Mask) | T_ | _M | |
Texture (Specular) | T_ | _S | |
Texture (Packed) | T_ | _* | See notes below about packing. |
Texture Cube | TC_ | ||
Media Texture | MT_ | ||
Render Target | RT_ | ||
Cube Render Target | RTC_ |