PBR: Principles, Practice, and Prepwork

Materials, textures, lighting, postfx
165 posts Page 17 of 17
luchete80
Posts: 4
Joined: Thu Jul 28, 2016 11:39 am
by luchete80 » Thu Jul 28, 2016 6:49 pm
I mean: "frostbite and disney works with METALNESS one"
Azaezel
Posts: 383
Joined: Tue Feb 03, 2015 9:50 pm
 
by Azaezel » Thu Jul 28, 2016 7:06 pm
metalness is universal. The divide is typically specular color or roughness/smoothness (same thing, just which ends of the spectrum 0.0 and 1.0 represent). we went smoothness to save 2 buffer slots.
luchete80
Posts: 4
Joined: Thu Jul 28, 2016 11:39 am
by luchete80 » Thu Jul 28, 2016 7:17 pm
Man, you are great!!
I'll look at all that!
luchete80
Posts: 4
Joined: Thu Jul 28, 2016 11:39 am
by luchete80 » Thu Jul 28, 2016 7:32 pm
yeah, that's right. But besides that, I was referring to (see below), once being in PBR, the assumption of insulators with specular F0=4%. I think you've addopted the best choice in this matter.
Now, most important than that, i've to understand all this :).

I quote:
http://www.marmoset.co/toolbag/learn/pbr-conversion

" [...] The biggest difference between the two workflows is how the diffuse and reflectivity content is defined in the texture maps. In the specular workflow, these values are set explicitly with two unique texture maps.
The metalness workflow on the other hand, uses the albedo map to define both the diffuse and reflectivity content and the metalness map to define whether the material is an insulator or a metal. "
andrewmac
Posts: 295
Joined: Tue Feb 03, 2015 9:45 pm
 
by andrewmac » Thu Jul 28, 2016 9:24 pm
Azaezel wrote:metalness is universal. The divide is typically specular color or roughness/smoothness (same thing, just which ends of the spectrum 0.0 and 1.0 represent). we went smoothness to save 2 buffer slots.


Incorrect. You can't substitute specular color for roughness as roughness modifies the clarity of the reflection. Specular color can make an appearance in this workflow, but its used to modify the radiance (reflection). To save space many engines (Torque 6, UE4) substitute albedo modified by metalness as the specular color. Its a hack but its works for a large majority of materials and saves GBuffer space.
165 posts Page 17 of 17

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