The white edge issue at transition with the metalness workflow is well documented (see here: http://www.marmoset.co/toolbag/learn/pbr-conversion#metalvspec) however, yet again this is not a "PBR" problem, its a texture standard format problem. You won't get the problem with the specular workflow, however, you will the…
If you're working with a PBR system, it's always two parts. Its shaders, plus art content. You can break PBR conventions in both a metalness and specular workflow. For instance, you can use a bright albedo value and a partial (gray) metallic value and break the metalness workflow in the same way you can break the specular…
To post images and even name the project I have to ask for written permissions and so on, blah, blah as usual. I have no huge problems with PBR workflow actually I just wonder why everybody seem so exited when I personally find it more restricting than helping. What you call "specular workflow" is very similar to our old…
It's what I am doing for dirty dust covered metals to avoid artifacts . But every time I wonder why I have to invent ways to deceive that inflexible PBR system and can't just do what I think is right the way I think is most suitable ? Why I should fight with things reflecting something from too distant and too wrong probe…
I hope PBR trend /approach being extremely inflexible, locked everywhere and producing so much of artifacts would once pass away. An experience artist doesn't need a system that corrects his/her errors. PBR was created not as a tool for artist convenience to make his/her life easier but rather as an automated solution to…
I was under the impression that PBR was just a really cohesive system for realistic style shaders due to the way it tries to model itself after real-life materials, making it a little easier to keep cohesion in a game with a realistic style. I wasn't aware it destroyed all NPR or otherwise artistic possibilities in…
This is an art content/art direction issue and has nothing to do with PBR or any technical aspect of rendering. Whether you make boring or interesting content is entirely up to you.
Well, I had to do two time smaller texel size once we moved to metalness variant of PBR to reach same visual texture crispness because of edge artifacts. Perhaps I am still missing something but specular veriant of PBR is not exactly physically based since it allows to make what you think is right rather than what the…
I am making things for my portfolio and am wondering if PBR is going to completely take over. I'd like to take advantage of Quixel and Substance Designer/Painter as well and know they can get amazing results, but I'm wondering how thoroughly its worth knowing the normal spec/gloss route. I hear gloss isn't even used…