Texture file 3 (option 2) = gold_ore_heightmap.png.Note: mutually exclusive with use of heightmap layer.Texture file 3 (option 1)= gold_ore_normal.png.The “*_mer” suffix is just a reminder that the Metallic, Emissive, and Roughness maps go into the RGB channels, respectively.Alpha is ignored, texture image may be 3-channel on disk to save space in a resource pack. Blue channel = Roughness map (grayscale).Green channel = Emissive map (grayscale).Note: Texture sets that do use opacity maps can store them in this alpha channel.Not used for this specific texture set since the gold_ore block is intended to be fully opaque. Red, Green, and Blue (RGB) channels = Base Color map.The JSON schema is explored in the Texture Set JSON Schema section.File names or value-uniforms for up to 3 layers.Texture set JSON = gold_ore.texture_set.json.The texture set must be defined by a JSON file.įor example, for a PBR version of the “gold_ore” block: Packing the maps reduces the overall file size and number of files of the new texture set. This is how the various PBR texture maps relate to objects in the game:Ħ PBR Texture Maps >packed into> 3 Texture Files (.PNG) > defined by a> Texture Set > for each> Block/Item/ObjectĬurrently, each of the 6 PBR maps get packed into the channels of 3 texture files, which are then used by the game.