I was wondering what everyone prefers for characters I'm using specular for my characters. Because I like to have some more control over the
reflectivity of the skin. But lately I've been thinking to use the metal workflow for clothes, weapons and other stuff for the character. (My characters are just for marmoset renders) Would it be a bad idea to combine these two together. Or any reason why anyone prefers the specular workflow for clothes, weapons and anything else that the character will be holding.
I know about these from the marmoset article: https://www.marmoset.co/posts/pbr-texture-conversion/
Pros of the specular workflow- Diffusion and reflectance are set directly with two explicit inputs, which may be preferable to artists who have experience working with traditional shaders.
- More control over reflectivity for insulators is provided with a full color input.
Cons of the specular workflow - Easy to use illogical reflectance values which gives inaccurate results.
- Uses more texture memory than the metalness workflow.
Pros of the metalness workflow- The albedo map defines the color of the object no matter the type of material, which may be easier for artists to understand conceptually.
- Simplifies materials into two categories, insulators and metals, which may make it more difficult to author content with unrealistic texture values
- Uses less texture memory than full color specular workflow
Cons of the metalness workflow - Material transition points cause white line artifacts
- Less control over reflectivity for insulators*
- If artists do not understand workflow, it’s easy to use illogical values in metalness map and break the system
I was hoping you can tell me what you prefer to use and why? |
Replies
But many engines that use metalness also have a separate input that lets you control non-metal specular values within a realistic limit, which I'm sure comes in handy for characters.
As for what gnoop is saying, eh, I think he's just bitter about the change. It's not as limiting and troublesome as he makes it sound. Especially if the engine you're using has it implemented well. And for your average object, it really does simplify things quite a lot, workflow wise.
But then again we are back to the questions
Depending on the renderer, check out the related shader/material doc...