They do have a lot to do with each other, but I think you misunderstand the differentiation I'm making. This has actually been discussed with visuals somewhere, but I can't remember where at the moment. Consider the fact that the metalness workflow in games functions by, in a single shader sample, lerping between a ~1.5…
Sorry Perna, not a very good writer :( With radiance's latest post I think I have a concise breakdown now. @radiancef0rge That's what I'm saying. In the original implementation the metalness workflow is a 2 or more BRDF layered material setup. It lerps between a metal BRDF and a dielectric BRDF artists define, after both…