ALL IMAGES IN THIS SECTION ARE MODIFIED FROM MARMOSET LLC
X-Plane supports several textures types (but is compiled into two image files): Albedo, Night, Normal, Roughness, and Metalness.
The maps are contained within the following files:
NAME.PNG
Albedo: defines the colour of diffused light. There are no directional light:
NAME_LIT.PNG
Night textures: The albedo, darkened as if the texture was a "night" version, mostly done by "baking" light onto the texture through a 3d modelling program. This is usually a FPS-saving solution if volumetric light isn't necessary.
NAME_NML.PNG
X-Plane normal map combines normal mapping, PBR, and specular into one texture file:
NORMAL: defines finer details by faking lighting, bumps and dents
ROUGHNESS: A greyscale map that defines which part of the texture is rough. On the map, white represents the lease roughness, enabling a mirror-like finish, with sharp and clear reflections. Black is the most rough, where light is bounced off everywhere- giving a matte-like finish. The Roughness Map lies on the Alpha Channel:
METALNESS: A greyscale map that defines which part of the texture is metallic: full metallic is white, no metallic is black. On the map, the least metallic material is black, the most metallic material is white. The Metalness map is situated on the Blue Channel:
X-Plane uses .png normally for textures that is uncompressed, and .dds for compresssed textures. Prior to X-Plane 9, .bmp is used as the primary file type for textures.
When packaging your scenery or aircraft for release, it is useful to reduce your file size by compressing your PNG textures to DDS. DDS (DirectDraw Surface) is Microsoft's compressed image file format using their proprietary algorithm.
There are three types of DDS compression:
In addition, DDS supports Mipmapping, in which the DDS file contains the same texture in different resolutions. So saving a 4K texture (4096x4096) texture with mipmapping would contain 2048x2048, 1024x1024, 512x512 texture resolutions. The result would be a significantly larger file size (even more than the a PNG), but is less resource heavy as is pre-calculated, optimised sequences of images.
Joe “EarthQuake” Wilson, Marmoset LLC. 2015. PHYSICALLY-BASED RENDERING, AND YOU CAN TOO!. [ONLINE] Available at: https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/. [Accessed 7 November 2017].