Yeah absolutely, in TB2 we support both spec maps and metalness, and both are PBR. Its just different ways to arrange the information really. Yep, thats what it is. Its also a way to optimize the content so you can use less texture memory.
With roughness, black is the most reflective, white is totally diffuse. well, technically 0 and 1. All of the detail you used to put into your spec maps, now goes into roughness. In my short experience with PBR. I have primarily used maps as masks to lerp between two values of roughness,
That's true, but the same goes for the packed metal/rough/cavity. I doubt the quality would be acceptable if you pack them into a DXT1 texture. Since roughness is pretty much the most important texture in PBR shading, it deserves "special treatment", so it makes sense it goes into an alpha. Does UE4 really use a regular…
@ count vader - Pretty much all PBR shader should have energy conservation built in. Marmoset has a check box if you would like to turn it off. @ Gestalt - yes but in the example the color of the metal in the albedo map will be brighter than the non metal color. Metalness makes all metals have a black diffuse. Darkening…
I am in the same boat as you trying to learn PBR for UE4. My main concern right now is how to practically do a roughness map. I read somewhere that is the same thing as a gloss map but inverted as black becomes white and white becomes black, is this a correct assumption? also I never used gloss maps so i got no idea where…
Yes, metalness maps should generally be 0 or 1. Metalness defines whether the surface is a raw metal or not (this is important, painted metal isn't metal for instance, its paint). For metalic surfaces, the specular intensity is pulled from the albedo map, while the diffuse is darkened to 0 (raw metals reflect nearly 100%…
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…
I think you may have misunderstood what your programmers told you. Gloss/roughness maps do define the microsurface of the material, this is correct, they even theoretically do a similar job to the normal map in that they define qualities of the surface. However, they do not need to be "processed" or even packed with the…
Effectively as I understand, it allows you to spend less time to get the same or better results. The metalness workflow is essentially a mask that will either give you a predetermined specular value for anything that isn't metal. For things that are metal, the albdeo is predetermined and the specular is drawn from the…
Only counting the time it takes to make the metalness map isn't a realistic look at content creation time. With the metalness workflow, you still need to make a specular map, however, only for metals, the albedo acts as both the diffuse and specular map. Authoring a specular map that gives you the same amount of detail and…