Revision Difference
Material_Resources#547078
<cat>Dev.Material</cat>
<title>Material Resources</title>
## Useful tools⤶
## Tools⤶
[Substance Player](https://substance3d.adobe.com/documentation/sp31/substance-player-2294742.html) - Free program used to view .sbsar files and export them to texture maps.
[Material Maker](https://rodzilla.itch.io/material-maker)³ - Free and open-source procedural PBR (Physically Based Rendering) materials authoring tool, based on the Godot Engine.
[Material Maker](https://rodzilla.itch.io/material-maker)³ - Free and open-source procedural PBR (Physically Based Rendering) material authoring tool, based on the Godot Engine.
⤶
[Texture Lab](https://njbrown.itch.io/texturelab) - Free and open-source procedural PBR material authoring tool Written in TypeScript and hosted in an Electron app.⤶
## Free textures
[AmbientCG](https://ambientcg.com)¹
[PolyHaven](https://polyhaven.com)¹
[CGBookcase](https://www.cgbookcase.com/textures)²
[MaterialMaker](https://www.materialmaker.org/materials?count=10&type=material)⁴
<note>
* ¹Since s&box uses **OpenGL Normals**, when downloading textures from either AmbientCG or PolyHaven use the normal with GL in the name and not DX
* ²Normals from CGBookcase will need to be inverted as they are **DirectX Normals**⁵.
* ⁵You can invert a normal by toggling **Legacy Source1 Inverted Normals** in the material editor [InvertNormals](https://i.imgur.com/U5gUegf.png).
* ³Before exporting a material from Material Maker you will need to convert the normal in the graph from the Material Maker’s internal format to OpenGL [Normal convert node documentation](https://rodzill4.github.io/material-maker/doc/node_filter_normal_convert.html)
* ³To export from Material Maker, do **'File' > 'Export Material' > 'Blender'** . From there you'll have .exr files whitch are your exported textures.
* ⁴Textures from Material Maker Site Will need to first be exported from Material Maker.
</note>
<note>
Work In Progress, edits are welccome.
</note>