Support implemented based on the Ogre Next documentation. https://ogrecave.github.io/ogre-next/api/latest/hlmspbsdatablockref.html
Only the metallic workflow is supported at this time.
Metalness texture fetching expects a single image with the metal texture in the Blue channel and the roughness texture in the Green channel. The channels are expected to have been split via a 'Separate RGB' node before passing to the Principled BSDF. This is in line with the glTF standard setup.
Unsupported.
This requires features only found in Blender 2.9+
This is used in the Specular workflows supported by Ogre. Right now we only support the metallic workflow.
Blendblocks are used for advanced effects and don't fit into the standard Blender workflow. One commmon use would be to have better alpha blending on complex textures. Limit of 32 blend blocks at runtime also means we shouldn't "just generate them anyway." doc: https://ogrecave.github.io/ogre-next/api/latest/hlmsblendblockref.html
Macroblocks are used for advanced effects and don't fit into the standard Blender workflow. One common use would be to render a skybox behind everything else in a scene. Limit of 32 macroblocks at runtime also means we shouldn't "just generate them anyway." doc: https://ogrecave.github.io/ogre-next/api/latest/hlmsmacroblockref.html
Samplerblocks are used for advanced texture handling like filtering, addressing, LOD, etc. These settings have signifigant visual and performance effects. Limit of 32 samplerblocks at runtime also means we shouldn't "just generate them anyway."
No receive shadow setting in Blender 2.8+ but was available in 2.79. We leave this unset which defaults to true. Maybe add support in the 2.7 branch? See: https://docs.blender.org/manual/en/2.79/render/blender_render/materials/properties/shadows.html#shadow-receiving-object-material
Leave shadow const bias undefined to default. It is usually used to fix specific self-shadowing issues and is an advanced feature.
Leave brdf undefined to default. This setting has huge visual and performance impacts and is for specific use cases. doc: https://ogrecave.github.io/ogre-next/api/latest/hlmspbsdatablockref.html#dbParamBRDF
Leave reflection undefined to default. In most cases for reflections users will want to use generated cubemaps in-engine.
Layered diffuse maps for advanced effects.
Layered normal maps for advanced effects.
Texture acting as a mask for the detail maps.