Hi all, I recently discover Maya's Stingray PBS material base has this strange property: opacity somehow affects emission? A quick demo (orange is wired to emissive channel, we are only changing the opacity channel here): Sure, I can overwrite the opacity for my emissive. But I wonder if this composition makes sense in…
From what I understand the values varies a little from engine to engine. Much as Joe Wilson writes in http://www.marmoset.co/toolbag/learn/pbr-practice. "PBR is more of a concept than a strict set of rules, and as such, the exact implementations of PBR systems tend to vary. "
So, if i do the PBR smoothness workflow. Which channels do i need? Can i just delete some of the PBR metallic workflow? or do i have to redo the texturing because i used channels to create textures that i wouldnt use anymore? Also, i am using unity 5. Some of my assets were created using the metallic PBR workflow. Can both…
Another thing because this comment has stayed in the back of my mind. I think there is a real fundamental misunderstanding of what PBR is here. PBR is not only useful for super photo realism, it can be used for any number of styles, even very cartoony stuff. The point of PBR isn't to always use the exact real world…