This is kinda off topic with the respect to the current discussion, but since it ties directly to the PBR thing I wanted to ask. With a material values chart (the dontnod one in particular) I'm still unclear as to what I'm supposed to actually "do" with the values. Are they meant to provide an upper limit or base for the…
Gotcha. Is there a way to take full advantage of them in photoshop? Like do I just establish the corresponding value for whatever material I'm defining as the base layer of that channel/layer group?
Hmmm, well if I understand correctly what you mean, I was using a different base color for each material. I went very dark on the plastic albedo but kept the metal albedo a midtone.
It combines an RGB diffuse and and RGB specular into a single image, and the metalness map can be packed in with the roughness. It may not work out well for all materials, but I can see there being a benefit for the ones it does work with.
@superfranky If you're working with UE4 your best bet is to make a mask texture for where your material goes and multiply a scalar to control the roughness. You can add or subtract scratches from this if you want full control of how the roughness is used.
https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/index.html yes, you can use metalness map in UE4 If you have wooden door with metal hinges then you paint metal parts of your texture white in metalness map and non-metal parts black.
Speaking of calibrated art content, is there a way for someone like me (working at a portfolio, not studio) to get access to an extensive chart of material values, like are there free ones available out there? edit: never mind ,just found the dontnod one. gotta learn to google before asking questions.
What I'm saying is that the materials should be blended and not their inputs (the base colors should never blend). If you have a dark base color for the non-metal and a light base/reflection/whatever for the metal, blending those base values to a gray and then plugging that into the separate shader models isn't going to…
I don't see how the metalness model is an improvement over regular diff/spec/roughness in any way, both from a workflow perspective and from a memory perspective. In pretty much all real-world cases, you would need a metalness map, because the materials in a texture are never 100% metal. Dirty metal, partly painted metal,…
@ Gestalt - The shader is at fault. It was designed to do exactly what it does. I don't think it could do what you are saying. The blending you are talking about is what UE4 has, but you need to setup multiple materials to do it and a shader to blend them together. Which is a lot more expensive and a lot more work than…