As my title says, I am trying to render something for my class and the glass textures are appearing black, when in painter I gave them a blue texture. And it also doesn't let me use transmission.
Maybe shadowing? no light source, perhaps try painting a glow & cheat it on the inside as if it did have a light and see what happens, testing stuff can help figure it out, i do not know anything bout the updated applications, but when i tried this stuff it just worked. I also did not make my own texture/material i edited the one that worked when i played with this stuff. Sites been slow i suppose cause of the "summer" and events around the world, i tried to help, wondering if you fixed it and if you did sharing it helps all of us and others.
In glTF PBR, metalness cancels out transmission. I suspect Substance may follow the same logic. The idea is that metals are not transparent, so as you increase metallic the transmission is decreased.
In metallic-rough PBR, metal should be mostly full-metal or no-metal... partial-metallic causes non-physical shading behavior so it should be avoided if possible. It can be used for anti-aliasing in a metallic texture between metal and non-metal parts, but you will get some shading artifacts there.
Replies
In metallic-rough PBR, metal should be mostly full-metal or no-metal... partial-metallic causes non-physical shading behavior so it should be avoided if possible. It can be used for anti-aliasing in a metallic texture between metal and non-metal parts, but you will get some shading artifacts there.
You can certainly break this rule if you want, like I used metallic for this abalone shell even though it's really not metallic, simply to increase the iridescence effect. https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main/Models/IridescenceAbalone#material