So the current project I'm working on, in UE4, has encouraged me to rethink everything I know about PBR as I'm needing to create dynamic assets that work in the blackness of space as well as well lit hangars. Some basic questions, 1. Should lighting be built around PBR or PBR around lighting? For instance, is there only…
Hi, I'm currently practicing PBR and learning an efficient workflow of using photo-sourced images for PBR materials. Apologies for my noobness; I'm reading over a few different written sources. Am I right in thinking that ANY photograph I use must be corrected by; using a linear SRGB file type Equalising the image removing…
Hi, this is my software built to ease texture generation process ... Here are few samples and its functional utility for artists... Steam: https://store.steampowered.com/app/1140360/TextureWorks/ I Hope this software would be helpful for artist. If you have any feedback, queries & feature request kindly communicate with me…
Hey everyone, (Preface) I know you guys get stupid questions a lot so please bear with me but I didn't find anything through searching on your forums regarding this. This is my first post on the forum and I'm not a 3D artist by trade (at all) so for me this is a stretch in ability/knowledge base- which is why I came here!…
Hello, I'm working on a model that has a glass piece that I wish to be see through, but I'm using the PBR-Spec-Gloss shader. Whenever I try to find out how to create glass I hear that you have to change shaders to something with alpha-blending, but the only shader I have available is PBR-Metal-Rough with alpha-blending.…
When I painted and exported my model from Quixel with Arnold(sRGB) export setting, The look in Maya render much different with Quixel PBR render. Is there any specific lighting or shading sample that makes perfect matching of the look between these two application? I used Arnold standard shader with maps from Quixel export…
Hey all, quick question for yall. How would I go about applying textures exported from substance painter onto the models in maya, and then be able to render out an actual video from that? I've seen and used the Stingray shader but that doesn't seem as robust as say mental ray at getting proper light and shadows. Does…
UE4 uses the metalness workflow, not spec map workflow. The spec map in UE4 is not a traditional spec map at all, but more of a specular cavity map. More on pbr in TB2 including the differences between metalness vs spec map workflows here: http://www.marmoset.co/toolbag/learn/pbr-theory and here:…
(First of all correct me if I'm wrong but the non PBR Blinn-Phong shader is not what I'm looking for. I do want PBR, just not GGX aligned) So I know GGX looks better, but not all games support GGX. At the moment I'm doing a lot of models with Fallout 4 in mind, and it would be nice to be able to export PBR textures…
Thanks Shiro, It's far from perfect, but I've learned a fair bit about PBR. From what I've read about coloured spec maps and non metallic materials (dialectric's) you need to neutralize your hues in order to get the correct spec/reflection. It seemed to provide the right result, but I'm not 100% sure it's correct. I'm sure…