Mik2121 wrote: »
Uhm. The way I understand oxidized metals (and I could be very wrong here) is that for a metallic texture it would simply have lots of areas with 0.8~1.0 and lots of areas with 0.0~0.2 for where the rust would actually be. I had some guy at work that insisted that the texture would be medium grey and I told them I thought a metallic texture would either be black or white in 99% of the cases except for some more unique materials.
Was I wrong?
EarthQuake wrote: »
EarthQuake wrote: »
Not quite, metalness can be set per-pixel, not only per shader. So if you have metalic and non-metalic elements in the same texture, you would use 0 and 1 values in the metalness map. If you have partial metals, you can use a grey value in the metalness map there, but partial metals are not particularly common.
Mr Whippy wrote: »
So a metalness map is always a blend between a hard-coded IOR of 0.04 equivalent perp reflectivity (for non-metals) and then using the diffuse/albedo for the IOR of the metal.
We can then use a 0/1 toggle or a greyscale map to interpolate between the metalness.
I suppose that is elegant because then you're not wasting UV space on an albedo or IOR map, or vice versa, if you run with that system.
So really a metalness map is an optimisation approach, so you're not doubling VRAM space for metals or non-metals, by having a texture area mainly in similar shades, blacks for albedo on metals, or mostly dark greys near 0.04 for IOR on non-metals respectively.
I suppose with good albedo, cavity and gloss maps, the variance in IOR for non-metals does start to be hard to spot given they all land in roughly the same kinda places... so metalness is a very good optimisation to use!
That said if you can find the space somewhere a non-metal IOR channel isn't going to break the bank if you need values other than the default 0.04 for non-metals.
ZacD wrote: »
Bigger difference than I expected. Marmo is a lot sharper and I like the highlights better, but that's completely subjective and doesn't say much.
jerry wrote: »
So, this pan has 0 exposed (cast)iron?
Joopson wrote: »
In marmoset, the Linear versions are correct when sRGB is unchecked, and the sRGB versions are correct when the sRGB box is checked. Not sure how it'll work in other engines, though.
cman2k wrote: »
Thanks for the effort man.
I tried to make one for Substance Designer, but it really doesn't like this HDR. It gets these really strange artifacts when I try to use it.
To be very clear - THIS IS NOT NORMAL BEHAVIOR, it's only happening with this specific HDR. I tried both the .hdr and .exr versions.http://i.imgur.com/9IV8iui.jpg