I know this hasn't been posted in awhile, and I haven't seen anyone talk about it enough to adopt, but is there anything on the workflow of creating textures for PBR yet? I'm not talking about UE4, but for the other engines and Marmoset, where we have to focus more on Diffuse photographs and remove lighting info and use…
Thanks for the clarification! Any idea where I can find that new Siggraph presentation? (or is it the one that was posted above?) I know a little about PBR from what I've picked up from here and there. I think that Fox Engine presentation really helped with understanding. It's great to see it catching on now as I do think…
"Roughness" is not a new concept nor do artists need to forget everything they know to understand a PBR system. Glossiness has been in rendering apps for decades and has always been an approximation of surface roughness, and in the vast majority of cases black = rough and white = glossy. Switching them up just for the sake…
Yes. But you read roughness and think ok 0 = zero roughness 1 = full roughness. I don't see why you would even think otherwise, then name itself impiles what values it take in what ranges. Well i probaly worded it badly. Yes PBR in general is more logical and easier, no doubt at it. But, they way people faked materials so…
I'm with you. All of this talk and seeing all of the new games using it makes me want to learn and be caught up since so many engines are switching. I think CE3.5 will be using something like a PBR(from what I've seen in Crytek's presentation on Crysis 3), so really we have UE4, Marmoset 2, and CE3.5. Just gotta wait for…
Yeah, I was just curious about the Diffuse color mostly. I know more of the specular work will be done with a Physically Based engine, including the Fresnel/reflectance and energy conservation, but those color/specular charts throw me off. I was just wondering if anyone has had to reference them or determine a more…
that's where you need to make the choice as a developer (team) whether to use PBR or the current shader solution... if you're using PBR, everything will look "real", what you're talking about there, where something might look "better" is an artistic thing... it's a conscientious decision to make something less real for an…
I suppose you're referring to the method posted by maze? The way I understood it was that you'd use a mask, which in turn would be used for lerping the min and max roughness values, which could be tweaked per material, allowing you to use the same generic roughness textures for multiple materials. At least that's what I…
According to one of the PDF's in the self shadow blog, Metals are so dense according to physics that no light enters the surface at all. Hence it's diffuse color is black or "0." Something new to my brain is that diffuse color can be thought of as a type of sub surface scattering. When light enters the material and is…
Ok cool, that sounds really awesome. I don't have any experience with UE4 unfortunately. Sure, I get what you're saying. I guess I'm just ranting a bit, it seems like every PBR shader renames all of the inputs, just because. Which can be very confusing to less experienced artists. "You mean I have a roughness mask and a…