Yes, diffusely convolved cube maps are different from specular convolved ones. It works exactly the same as a specular exponent. A diffuse convolve is like using a spec exponent of one. So if you want to do your diffuse lighting and your specular lighting both with cube maps, you'll need two cube maps - one diffusely…
Metalness is a pretty complex map. It does a few things. First it's important to understand that almost every other material except for metal falls into a very small range of specular value ( in terms of real world measurements). Also metal has virtually no diffuse what so ever. So the metalness map was made to remove the…
Hi everyone, I need to create a piece of a raw meat for a hunters kitchen scene. I need an advice on how to texture it in a best way. I imagine this pipeline: get a photo of a steak from the top, create a mode, apply diffusr fro a photo an create a normals from diffuse in PS. Any advice?
The thing with stretching is that it comes with applying a non-stretched texture to a distorted UV layout. If you bake your diffuse material from your high it will incorporate the UV stretching and bake a stretched diffuse. So your diffuse will look stretched but on the object it will look better because the stretched…
I would interpret this as: first 1024x1024 diffuse map one 1024x1024 normal map matching first diffuse one 1024x1024 specular map matching first diffuse second 1024x1024 diffuse map one 1024x1024 normal map matching second diffuse one 1024x1024 specular map matching second diffuse
Ok, so I definitely hit a wall. No matter what I try I cannot pass uScreenTexCoordScaleBias into my function once i'm trying to do it in the diffusion subroutine instead of albedo. I'm sure it has something to do with the way I wrote the macro because I don't really understand how macros work... Either way, here's the code…
Great observation! You're right that classic SfS thrives on uniform albedo and diffuse surfaces. However, Nack isn't strictly limited to small patches. * Scale: The 1x1m limit is mostly a 'flash power' constraint. For a 10-meter rocky mound, the Sun becomes the perfect directional light source. As long as there's a clear…
Things you need to do something about. Your website looks terrible with the big myspace banner, especially because it splits your work up. That's what makes it look terrible. I would make your thumbnails bigger and make your huge header a lot smaller. Your work is more important than the header. Right now it competes for…
ALL THE SHADERS!!! Diffuse roughness! This shader is designed to extend Toolbag 3's base diffusion model to allow diffuse roughness. It includes two models: Disney's diffuse model by Brent Burley (Oren-Nayar) diffuse BRDF by Shree Nayar and Michael Oren You can use a custom roughness input for the diffuse, or use the…
@Sozril Mmm...for me that image has a lot of highlights that can come great for making the specular/roughtness map but as a diffuse it won´t work. The diffuse needs to be as flat as posible with minimal shading if you are aiming at a realistic result, if you´re going to a more handdraw/stylized it´s totally okay to have…