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1 | Vanilla (more info linked here) | Complex Material (more info linked here) | PBR (more info linked here) | Terrain Blending Fix | |||||||||||||||||||||||||||||||||
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3 | General objects | General objects | General objects | ||||||||||||||||||||||||||||||||||
4 | Texture Slot | Name | RGB Channel | Alpha Channel | Texture Suffix | Suggested Compression | Suggested resolution | Suggested creation method | Texture Slot | Name | RGB Channel | Alpha Channel | Texture Suffix | Suggested Compression | Suggested resolution | Suggested creation method | Texture Slot | Name | RGB Channel | Alpha Channel | Texture Suffix | Suggested Compression | Suggested resolution | Mesh settings in NifSkope | Examples for PG/PBRNifPatcher | Suggested creation method | |||||||||||
5 | SLOT 1 | Diffuse map | Diffuse map (base color and ambient occlusion) | (optional) transparency map | (no suffix) | BC1 (no Alpha), BC7[a] for RGBA | full | Base Color and additional contrast, darkness, desaturation | SLOT 1 | Diffuse map | Base color in RGB | opacity in A | (no suffix) | BC1 (no Alpha), BC7[a] for RGBA | full | Base Color and additional contrast, darkness, desaturation | SLOT 1 | Albedo map | Base color in RGB | opacity in A | (no suffix) | BC1 (no Alpha), BC7[a] for RGBA sRGB | full / quarter if using Multilayer Parallax | Generally required for PBR rendering: ShaderFlags2: PBR | "vertex_colors": false disable vertex colors, useful if the mesh used vertex colors to change the colors of the old textures | Base Color only, remove AO | |||||||||||
6 | SLOT 2 | Normal map | Normal map | Grayscale specular map | _n.dds | BC7[a] | full | The RGB channel defines the directions of the surface normals, how light is being reflected by the surface: R channel: X direction G channel: Y direction B channel: Z direction alpha: specularity with white color equals full reflection and black (transparent) none. Invert a roughness map or insert a PBR specularity. | SLOT 2 | Normal map | Normal map | Grayscale specular map | _n.dds | BC7[a] | full | The RGB channel defines the directions of the surface normals, how light is being reflected by the surface: R channel: X direction G channel: Y direction B channel: Z direction alpha: specularity with white color equals full reflection and black (transparent) none. Invert a roughness map or insert a PBR specularity. | SLOT 2 | Normal map | Normal map | none | _n.dds | BC7[a] linear | full | "smooth_angle": 75 smooths the normals (and removes doubled vertices) where the angle is less extreme (flatter) than the given number in degrees (0.0-180.0). Useful when sharp edges look bad with high resolution textures | The RGB channel defines the directions of the surface normals, how light is being reflected by the surface: R channel: X direction G channel: Y direction B channel: Z direction | ||||||||||||
7 | SLOT 3 | Glow map / Skin Tint | Emissive / Skin Tint | none | _g.dds / _sk.dds | BC1 | Color map. | SLOT 3 | none | none | none | none | none | SLOT 3 | Glow map / Skin Tint | Glow in RGB | none | _g.dds | BC1 sRGB | full | Emissive Color: sets the emissive color which multiplies color from the emissive texture Emissive Multiple: sets a multiplier for the emissive color | "emissive": true, "emissive_scale":1 | Emissive color | ||||||||||||||
8 | SLOT 4 | Bump map | Grayscale height or parallax | none | _p.dds | BC4[b] | quarter | Used for depth levels in parallax shader (broken in vanilla Skyrim) and Multilayer Parallax. | SLOT 4 | none | none | none | none | none | SLOT 4 | Bump map | Displacement in R, GBA unused | none | _p.dds | BC4[b] | quarter | Displacement Scale: linear multiplier for the strength of displacement (0 for no displacement, 1 is something like a default, but can be greater than 1 also) | "displacement_scale" : 1.0 | Used for depth levels in parallax shader Pixel with color 127 are neutral level lower values result in holes higher values result in bumps | |||||||||||||
9 | SLOT 5 | Cube map | Cube map | none | _e.dds | BC1 | Ambient metallic color reflection of light. | SLOT 5 | Cube map | Cube map | none | _e.dds | BC1 | Ambient metallic color reflection of light. | SLOT 5 | none | none | none | none | ||||||||||||||||||
10 | SLOT 6 | Environment Mask | Environment mask | none | _m.dds or _em.dds | BC4[b] | Environment map mask. Black is no environment map and white is full intensity environment map (refer to SLOT 5 for environment map). Simply a lighting control texture sometimes referred to as a specular map with the purpose to soften or diminish the level of light affecting the mesh reflection. Brightness of individual pixels determines the effect: white will reflect all light and black will reflect no light. An environment/cube map is required (Slot 5) | SLOT 6 | Environment Mask | R: environment texture G: glossiness map B: metallic map | parallax on the alpha layer | _m.dds or _em.dds | BC1 (no Alpha), BC3[a] for RGBA | R: Environment map mask. Black is no environment map and white is full intensity environment map G: Your roughness map needs to be inverted so dark values are now bright and vice versa, which will result in a glossiness map. B: Values of 255 are being full metal shaded, meaning your specular color and environment reflection color are influenced by the color of your diffuse map. Values towards 0 reduce this colouring effect and suits to all non metal surfaces, like wood, dirt, plastic fabric and so on. If you want to have complex material, without parallax, your green channel(glossy) must be of a value higher than 4 and your alpha(parallax) channel value needs to be 0 (black). If you only want parallax without other complex material properties, the green channel(glossy) value needs to be 0 (black) and your alpha channel(parallax) must not be white (255) | SLOT 6 | RMAOS | R: Roughness G: metallic B: AO | specular | _rmaos.dds | BC1 (if alpha is all white) BC7 (w. alpha gradient) linear | half | Specular Level: linear multiplier for nonmetal reflectance. Should be 0.04 for meshes which do not have specular map (and have 1 in alpha of RMAOS map) or 0.08 for meshes which have specular map created for Unreal Roughness Scale: Linear multiplier for roughness. The smaller the value the smoother and more reflective the texture. | "specular_level" : 0.04, "roughness_scale" : 1, | Roughness map: White-coloured areas (like concrete or matte surfaces) are rough and not reflective, black-coloured areas (like glass or polished metal) are smooth and highly reflective. You can use inverted specular map as a base. Metallic map: Light-coloured areas (white) represent metallic surfaces. The lighter the area, the more metallic the material is perceived to be. Dark areas (black) represent non-metallic (dielectric) surfaces. The darker the area, the less metallic the material is. Natural materials are naturally non-metallic and should be completely black (non-metallic). AO map: Simulates soft shadows that occur in crevices, cracks, and where objects are close to each other. They don't cast real-time shadows but darken areas that are less exposed to ambient light. Dark Areas (Black) represent parts of the surface that receive less ambient light, typically in crevices and tight spaces. These areas appear shadowed or occluded. Bright Areas (White) represent parts of the surface that receive more ambient light, usually exposed or protruding areas. Specularity in your alpha channel invert a roughness map or insert a PBR specularity. Black is zero reflection, White full. Default: All black and specular value of 0.04 via json file. For specular values of different material, please see https://physicallybased.info | |||||||||||||
11 | SLOT 7 | Subsurface Tint / Specular / Backlight map | R (Red): Subsurface Scattering Intensity – Controls how deeply light penetrates and scatters within the material. Higher values make the material look softer, like skin, giving it a more realistic appearance. G (Green): Fresnel/Edge Strength – Influences the strength of the Fresnel effect around the object's edges. This helps make skin or translucent materials look more realistic by intensifying the light reflection at the edges. B (Blue): Subsurface Color – Defines the color of the light that shines through the material, giving it a specific tint when light passes through. This is useful for effects like reddish or bluish skin tones. | Glossiness/Reflection Strength – Controls the strength of reflection or glossiness of the material, affecting how wet or shiny the skin appears. | (no convention) / _s.dds / _b.dds | BC7[a] | Subsurface tint adds a tint to the outer layer (an effect similar to rim lighting). This slot is also used for the specular map for meshes that use model space normals (NPCs). It can also be used for an RGB backlight map. | SLOT 7 | none | none | none | none | none | SLOT 7 | a) Multilayer b) Fuzz | a) Coat normal b) fuzz color | a) coat roughness b) fuzz mask (0 for usual specular, 1 for fuzz specular) | a) _cnr.dds b) _f.dds | BC7[a] sRGB | b) 512² or 256 (depending on level of detail) | a) ShaderType: MultiLayer Parallax/Two Layer PBR/Fuzzy PBR/Glint PBR ShaderFlags2:Multi_Layer_Parallax For coat configs see CS Wiki b) ShaderType: MultiLayer Parallax/Two Layer PBR/Fuzzy PBR/Glint PBR ShaderFlags2: Soft_Lighting/Inter_Layer_Parallax/Fuzz For fuzz configs see CS Wiki | a) "multilayer": true, "coat_strength": 1.0, "coat_roughness": 1.0, "coat_specular_level": 0.04, "coat_diffuse": true, "coat_parallax": true, "coat_normal": true, b) "fuzz": { "texture": true, "color": [1.25,1.25,1.25], "weight": 0.2 } | a) only used for multilayer parallax - not used for landscape b) incompatible with coat or glint, but compatible with subsurface | ||||||||||||||
12 | SLOT 8 | Backlighting | This uses a color image to light up the surface opposite The direction of the light. Useful for showing areas that would block the light coming in and scattering around like bones, veins, or impurities in ice. It uses the color and pixel brightness to determine strength and is also effected by the intensity of the environment mask map and the cubemap used. | none | _b or _bl | BC1 | This slot is also used for the specular map for meshes that use model space normals (NPCs) It can also be used for an RGB backlight map. | SLOT 8 | none | none | none | none | none | SLOT 8 | a) coat color b) Subsurface Tint | a) multilayer coat color b) Subsurface color | a) multilayer opacity/strength b) subsurface opacity (assumed to be in SRGB format) | a+b) _s.dds | BC7[a] sRGB | a) half b) quarter | a) ShaderType: MultiLayer Parallax/Two Layer PBR/Fuzzy PBR/Glint PBR ShaderFlags2:Multi_Layer_Parallax For configs see CS Wiki b) ShaderFlags2: Rim_Lighting/Subsurface Subsurface Color: used in Two-Sided Foliage and Subsurface models. If subsurface map is provided it's used as linear multiplier for its RGB. Subsurface Opacity: If subsurface map is provided it's used as linear multiplier for its alpha. Higher opacity makes the effect weaker - lower opacity allows more light through the surface. | a) see SLOT 7 b) "subsurface": true, "subsurface_color": [1,1,1], "roughness_scale" : 1, "subsurface_opacity" : 1 | a) Use Albedo as base and color it as desired b) Subsurface tint adds a tint to the outer layer (an effect similar to rim lighting). Edit diffuse texture with blur and make areas transparent where light may shine through/be scattered. Only used if the mesh has flag set "subsurface": true. Otherwise the texture is not needed. | ||||||||||||||
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14 | Terrain/Landscape* | Terrain/Landscape* | Terrain/Landscape* | Terrain/Landscape* | |||||||||||||||||||||||||||||||||
15 | Texture Slot | Name | RGB Channel | Alpha Channel | Texture Suffix | Suggested Compression | Suggested quality level | Suggested creation method | Texture Slot | Name | RGB Channel | Alpha Channel | Texture Suffix | Suggested Compression | Suggested quality level | Suggested creation method | Texture Slot | Name | RGB Channel | Alpha Channel | Texture Suffix | Suggested Compression | Suggested quality level | Suggested creation method | Texture Slot | Name | RGB Channel | Alpha Channel | Texture Suffix | Suggested Compression | Suggested quality level | Suggested creation method | |||||
16 | SLOT 1 | Diffuse map | Base color in RGB (assumed to be in SRGB format) | transparency | (no suffix) | BC1 (no Alpha), BC7[a] for RGBA | full | Base Color and additional contrast, darkness, desaturation | SLOT 1 | Diffuse map | Base color in RGB (assumed to be in SRGB format) | displacement | (no suffix) | BC1 (no Alpha), BC3[a] for RGBA | full | For displacement/parallax: Pixels with brightness (value) of 127 are flat, meaning parallax shift doesn't occur there (no up or down), but is still computed (127 value is not an off switch). | SLOT 1 | Same slots used as for 'General objects' above Additional configurations need to be provided to allow patching of texture sets and projected material: - Data\PBRMaterialObjects - here are the jsons that control PBR projected snow, ash, and similar stuff (used by CS at runtime). - Data\PBRTextureSets - here are the jsons for texture set swaps & landscape (used by CS at runtime) - Data\PBRNifPatcher - This is the same as for general objects. Here are the jsons that parallaxgen uses for patching meshes using landscape textures | SLOT 1 | Diffuse map | Base color in RGB (assumed to be in SRGB format) | opacity for blending | (no suffix) | BC7[a] | full | The diffuse is used for continuous parts of the terrain, while the opacity is used to blend the textures at the edges | |||||||||||
17 | SLOT 2 | Normal map | Normal map | none | _n.dds | BC7[a] | full | SLOT 2 | Normal map | Normal map | none | _n.dds | BC7[a] | full | SLOT 2 | SLOT 2 | Normal map | Normal map | Specular | _n.dds | BC7[a] | full | Specular map is black for most landscape textures. | ||||||||||||||
18 | SLOT 3 | Glow map / Skin Tint | Emissive / Skin Tint | none | _g.dds / _sk.dds | BC1 | Color map. | SLOT 3 | Glow map / Skin Tint | Emissive / Skin Tint | none | _g.dds / _sk.dds | BC1 | Color map. | SLOT 3 | SLOT 3 | none | none | none | none | none | ||||||||||||||||
19 | SLOT 4 | Bump map | Grayscale height or parallax | none | _p.dds | BC4[b] | quarter | Used for depth levels in parallax shader (broken in vanilla Skyrim) and Multilayer Parallax. | SLOT 4 | none | none | none | none | none | SLOT 4 | SLOT 4 | Bump map | displacement | none (white) | _p.dds | BC4[b] | quarter | |||||||||||||||
20 | SLOT 5 | Cube map | Cube map | none | _e.dds | BC1 | Ambient metallic color reflection of light. | SLOT 5 | Cube map | Cube map | none | _e.dds | BC1 | Ambient metallic color reflection of light. | SLOT 5 | SLOT 5 | Cube map | Cube map | none | _e.dds | BC1 | ||||||||||||||||
21 | SLOT 6 | Environment Mask | Environment mask | none | _m.dds or _em.dds | BC4[b] | Environment map mask. Black is no environment map and white is full intensity environment map. | SLOT 6 | Environment Mask | R: Environment mask G: Glossiness map B: Metal map | height map | _m.dds or _em.dds | BC7[a] | Environment map mask: Black is no environment map and white is full intensity environment map. Glossiness map: Your roughness map needs to be inverted so dark values are now bright and vice versa, which will result in a glossiness map which goes into the green channel of the environment mask map. Metal map: Values of 255 are being full metal shaded, meaning your specular color and environment reflection color are influenced by the color of your diffuse map. Values towards 0 reduce this colouring effect and suits to all non metal surfaces, like wood, dirt, plastic fabric and so on. | SLOT 6 | SLOT 6 | Environment Mask | none | displacement | _m.dds | BC7[a] | If certain textures are floating above others, edit env mask and parallax texture. Edit the alpha channel and decrease brightness / make it less visible | |||||||||||||||
22 | SLOT 7 | Inner layer map | Inner layer diffuse | Inner layer depth / none | _i.dds | BC7[a] | For inner layer depth, black is minimum depth, white is maximum depth. | SLOT 7 | Inner layer map | Inner layer diffuse | Inner layer depth / none | _i.dds | BC7[a] | For inner layer depth, black is minimum depth, white is maximum depth. | SLOT 7 | textures/landscape/X/parallax | Diffuse | displacement | (no suffix) | BC3 | |||||||||||||||||
23 | SLOT 8 | Subsurface Tint / Specular / Backlight map | Subsurface tint outer color / Specular map / Backlight map | none | (no convention) / _s.dds / _b.dds | BC1 | Subsurface tint adds a tint to the outer layer (an effect similar to rim lighting). This slot is also used for the specular map for meshes that use model space normals (NPCs). It can also be used for an RGB backlight map. | SLOT 8 | Subsurface Tint / Specular / Backlight map | Subsurface tint outer color / Specular map / Backlight map | none | (no convention) / _s.dds / _b.dds | BC1 | Subsurface tint adds a tint to the outer layer (an effect similar to rim lighting). This slot is also used for the specular map for meshes that use model space normals (NPCs). It can also be used for an RGB backlight map. | SLOT 8 | textures/landscape/X/blend | Diffuse | none | (no suffix) | BC1 | |||||||||||||||||
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