This video has the basics for beamng modding for pbr materials from 3d substance painter and how to setup the output textures and what to expect
“hoonitruck_example”: {
“name”: “hoonitruck_example”,
“mapTo”: “hoonitruck_example”,
“class”: “Material”,
“Stages”: [
{
“ambientOcclusionMap”: “/vehicles/ford_f100_H/Textures/hoonitruck_example_ao.data.png”,
“baseColorMap”: “vehicles/ford_f100_H/Textures/hoonitruck_example_b.color.png”,
“metallicMap”: “/vehicles/ford_f100_H/Textures/hoonitruck_example_m.data.png”,
“normalMap”: “/vehicles/ford_f100_H/Textures/hoonitruck_example_nm.normal.png”,
“roughnessMap”: “/vehicles/ford_f100_H/Textures/hoonitruck_example_r.data.png”
},
{
“baseColorFactor”: null,
“metallicFactor”: null,
“normalMapStrength”: null,
“roughnessFactor”: null
},
{
“baseColorFactor”: null,
“metallicFactor”: null,
“normalMapStrength”: null,
“roughnessFactor”: null
},
{
“baseColorFactor”: null,
“metallicFactor”: null,
“normalMapStrength”: null,
“roughnessFactor”: null
}
],
“dynamicCubemap”: true,
“translucentBlendOp”: “None”,
“version”: 1.5
},