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I rendered this: enter image description here

which up close looks like:

enter image description here

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.)

RESULT: based on answer below: enter image description here

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Try something like this - I've done my best to label the appropriate maps. I must point out that a material such as this is not ideal to create in blender, as blender's shader system does not handle Parallax Occlusion Mapping nor Tesselation natively. Because of this, I used a heavily subdivided cube (in cycles) as a basis for displacement to try and "approximate" the effects of occlusion mapping - you can just use the B&W map used as it's input for the height map (not worrying about the displacement node).

Carpet

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  • $\begingroup$ wow that's really nice. I tried to replicate it but mine is not displacing. I subdivided my cube into 6 million vertices. I updated my question with my result. maybe can you share you blend file? $\endgroup$ Commented Aug 11, 2022 at 5:29
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    $\begingroup$ Under the material settings, there are 2 places you can enable true displacement (they "hid" the second one) - one is under "displacement", the other is under "settings" below it (you have to expand the menu) - change where it says "Displacement: Bump Only" to "Displacement: Bump and DIsplace". $\endgroup$ Commented Aug 11, 2022 at 9:40
  • $\begingroup$ marking this answered though it didn't actually answer how to go from particles to maps but i guess that isn't really feasible, and this answer really helped $\endgroup$ Commented Aug 18, 2022 at 20:28
  • $\begingroup$ Yeah, sorry about that - I don't know if I can "answer" that per se, but as far as I know particles to maps is not possible - I don't think any kind of (texture) co-ordinate data exists for particles until they are realized. $\endgroup$ Commented Aug 18, 2022 at 21:28

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