are linear values controled by the levels adjustment layer in photoshop? when working in pbr should i care for the linear/gamma values or just work on the textures like i did in the legacy workflow? (Does that question make any sense?) I have read through most of the info out there on pbr but the linear/gamma confuses…
Large scale AO really should not be baked into specular (or the metallic materials of a albedo map when using the metalness workflow), or diffuse, this just does not make much sense physically. As mentioned above, when you do that, your AO is occluding direct light sources, which is very much the incorrect thing to do.…
Xoliul, EarthQuake, stevston89, thanks for chiming in guys. I just wanted to clarify that I never once was calling on to "Baking Large Scale AO into Specular". Both the PBR shading for artists video to the video the went along with Cerberus call on having no lighting information in your textures as an ideal scenario. There…
Metalness seems a weird name for the axis given how metalness maps work here. "Metalness" isn't a physical property, it's a form of optimisation based on IOR ranges and using albedo maps for metal data rather than a separate IOR colour map. It'd make more sense to have IOR or perpendicular reflectivity, vs roughness.…
Yeah, in an ideal world you would have a two layer setup for laqured wood, however its pretty easy to get by with only representing the outer layer in the normal map and gloss, as the roughness of the base wood would give the specular highlight a dim appearance. Its harder to do that when the layer below is significantly…
@ d1ver - The reason you don't want AO in your specular ( at least in Marmoset) is that the way the AO works is it only occludes light from the sky lighting, but not dynamic lights. This is very practical because if you directly shined a light on something there wouldn't be any AO. By putting that AO in your specular you…
Ok, guys, uploaded it to Dropbox. I think I got the values right. They look right, compared with my Marmoset and UE4 examples, anyway. Let me know if anything ought to be changed, and I'll change it right away. https://dl.dropboxusercontent.com/u/30185090/CalibrationSpheres.rar (1.20 MB) I included the spheres in OBJ and…
rube, almighty_gir, thanks for chiming in! Metallic car paint with a clear coat was probably a bad example for what was confusing me. I'm also aware that a material which has something opaque like paint on top of metal is being treated as dieletric. That makes perfect sense. I just didn't know how things would work with…
1)There are no painted surfaces on the gun. If you're referring to the darker parts it's a typical case of blued steel only heavily worn: Nominally, dark metals don't exist in nature. However, especially if you were looking into gun metals, the amount of treatment humanity has found for guns creates a whole plethora of…
What it looks like in the engine is the most important bit. If you're previewing in say, Marmoset Toolbag, but the final engine is Unreal 4, you want to make sure that for all of your textures, you're using the same color space. In TB2, you can click on the per-texture options button and enable or disable sRGB. sRGB on…