Hey happy new year to all polycounters.
I downloaded eye ball example from Marmoset Toolbag 2 tutorial & demos forum.
In the eye ball example file specular map of iris is coloured .But this is hows i understood specular workflow.
Albedo map
(i)Metal-Always black
(ii)Non metal- their respective colour
Specular map
(i)Metal- their respective F0 colour
(ii)non metal -always "Grey" between 40 -75.
iris is non metal so it should have been grey value in spec.
I guess i am fundamentally wrong somewhere.
Replies
I don't know much about Rayleigh scattering effect I'll study it.
So wherever we have Rayleigh scattering effect we should use coloured spec to convey the effect is that right.
Ok so its like if it looks good we can bend the rule little bit.
Thanks that clears the thing
1. Additive blending with a secondary mesh for the wet layer
2. Parallax mapping for the inset iris effect
The actual texture values were just what I thought looked cool, and are not calibrated PBR values. If someone has scanned values for eyes I would love to see them =D