Home Technical Talk

PBR : Albedo, k, Gloss, k, Reflectivity, meh.

polycounter lvl 3
Offline / Send Message
NovaaH polycounter lvl 3
So yeah, I got what the albedo, and gloss right, I think, but reflectivity is posing me problems.

Metalic materials, you have a black ( Cause metal reflect most of the light. ) and a tainted reflectivity, ok. But others materials : http://www.pacocasares.com/wp-content/uploads/2014/04/graphChart.jpg

For examples, why does the leaves have a grey reflectivity map, while the Satin is colored ?

http://viewer.marmoset.co/test/gdcgallery.html ( 4th one, the black dude. )

Why are the skin pore darker than the rest of the skin ? Isn't this kind of details supposed to be in the gloss map ?.. And why his hands are purple ? :o

Would love if someone could clarify the use of this map for me.

Thanks in advance. \o/

Replies

  • Dan Powell
    Options
    Offline / Send Message
    Dan Powell polycounter lvl 5
    There's two types of Reflectivity in PBR: Metalness and Specular.

    Depending on what Engine/Renderer you're using one of them will be preferred. For example, Unreal 4 prefers you use a Metalness workflow.

    Metalness is a typically black and white texture map. White is metal, black is not. Some things like rust you might use a grey value for, or for when you need to transition between metals.

    Specular is the same as it's always been - however you should use the PBR charts Marmoset's website provides to use correct Specular values. The key difference is that Specular Reflectivity can contain colour, Metalness cannot.
  • JedTheKrampus
    Options
    Offline / Send Message
    JedTheKrampus polycounter lvl 8
    The satin and tarp are colored because it's incorrect scan data from a prototype 3D scanner. It would look more correct if those reflectivity values were desaturated, since those are both non-metallic materials. If you look closely at the leaves you'll see that they have a bit of color in them for the same reason. You should avoid this color in textures that you make, unless it's for a metallic material and you're using the specular setup rather than the metallic setup.

    The black guy has black dots in his pores to represent specular micro-occlusion that's view independent. You should generally do this whenever your model has tiny cavities like pores or wrinkles in order to bring out the detail better. You can bake a cavity map in xNormal and multiply it over the reflectivity texture you made in order to get this effect in any game engine.
  • NovaaH
    Options
    Offline / Send Message
    NovaaH polycounter lvl 3
    A little late, but thanks you both for your answers. \o/

    If anyone end up here looking for the same explanation I was looking for :

    https://www.marmoset.co/toolbag/learn/pbr-theory
    http://www.marmoset.co/toolbag/learn/pbr-practice

    Those two articles helped me a lot, too.
Sign In or Register to comment.