which up close looks like:
But it is intended for indoor house in game engine. Specifically isaac sim as it's for robotics, but think of it as Eevee, Unity, Unreal, etc game PBR material.
Obviously I cannot just take a top view render and keep as albedo, as lighting and shadows and camera angles will all look terrible.
But how can I 'generate' a texture with AO, roughness, color, and normals and heightmap to make a believable render that would look similar to if I rendered the scene with the actual particles. Also of course it should be tileable, but with eg one tile filling up about 2m square.
What I have rendered is just simple particle system with 1000 particles and 1000 interpolation, so 1 million particles.
Question: How do I go from here to get a game-ready pbr texture map, with option for AO,roughness, normals, and heightmap for parallax occlusion mapping?
(also note that being for robotics, there is likely to be a camera fairly close to the ground so it's important that the texture look believable from low hights. ie imagine a 12 inch tall teddy bear running around in a carpeted house in a video game. how would I get that kind of effect in realtime. Most carpet textures I see are 'industrial' style like at a hotel, where they are very flat and not like the kind usually found in homes that are fully carpeted, eg 1.5cm fibers.)